Fatigue Priest! Now with a FINISHED guide!
- Last updated Jan 12, 2016 (Explorers)
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Wild
- 14 Minions
- 16 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5280
- Dust Needed: Loading Collection
- Created: 1/4/2016 (Explorers)
- user-23125703
- Registered User
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- 14
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Total Deck Rating
167
Good day to everyone at Hearthpwn! I'm a competitive Hearthstone player better known as P0ltergeist and I am here today to present you the best Priest deck in the game. This list was innovated by me and created by both me and my good friend and former teammate Deathboose who is in my opinion one of the best Priest players in the world. We have only scratched the surface with this deck, and by that I mean that we haven't played much ladder with it. Even though the list was made for tournament use, it easily beats Aggro Shamans, Warriors, Druids(!), Paladins and any Warlock list out there on ladder. I heard Deathboose climbed from rank 8 to 4 last season with the list but climbing four ranks isn't really not an accomplishment, right? So, I took the list for a spin in couple of tournaments (since I really love tournaments where you actually have to think about your plays) and I am happy to tell that it won many players (Powder for instance) who had no idea what was coming for them. I only lost two matches in 7 tournaments, and one of the defeats was against Zoo that got Mal'Ganis from Deathlord.
Right now the deck isn't in its final form. I'll explain more about the cards in the card choice list. We're still testing the cards and this list is the one we're running at the moment and it's really good on ladder at the moment.
Sorry for deleting the word from the deck name, I know it was perfect for describing this but I have other plans with the list, too, and the link can't contain "twitch memes" ;)
nat_hs just made a video where he played a match with the deck. Keep in mind that the video was made before the newest changes to the list. Check it out:
IMPORTANT: If you want to take the deck on a tournament, switch Sen'jin Shieldmasta to Elise Starseeker. In tournaments meta isn't that aggressive so you can afford having one less taunt. Protip: Use Golden Monkey in the very end game and not immediately after you've drawn it. If you have any of your Lightbombs left, you usually would like to draw and use them before replacing them with Nat Pagles. That play just gives your cards more value and it lets your opponent overextend the board one more time until you snap a deck of legendaries on the board. On ladder Elise tends to suck since the games are faster.
Okay, I want to make sure that everybody understands what I'm about to say. This whole post is based on me and Deathboose's personal experiences with the cards and situations mentioned, and I'm sure there are multiple exceptions with the scenarios mentioned here. Every card, amount of cards in your and your opponent's hand, your and your opponent's HP et cetera do change the decisions of the players and the value of some cards, but the ones I'm talking about are things that we feel are happening more often than others.
"So P0ltergeist, this deck looks kinda neat and all, but what's the difference between this deck and the Entomb lists with Auchenai Soulpriests? They have been proven to get high legend ranks, unlike this list that has Murlocs in it. So what's the deal?"
Yes, that's right. This list has Coldlight Oracles in it.
So, before telling you more about Coldlights, let me tell you the bad parts about the Entomb Priests that have lately been popping into Hearthpwn, Twitch and Reddit with huge winrates and high ladder and tournament placements. Sometimes you need to have minions on board before you can clear, since the list only has 4 AoE-removals when both Circle of Healings have been used with Auchenai Soulpriests. Also, when playing Priest with Justicar Trueheart you are prepared to go to fatigue, but if you draw, say, 8 cards with Circle of Healing and Northshire Cleric, you're 8 cards closer to fatigue and you need to be using your hero power combined with having Cleric on the board, and sometimes you even have to trade inefficiently, to get a card draw. Too often you have to make a choice between healing a minion (when having Cleric on the board) to draw a card that might be one of your not-that-many AoEs, and healing your face which can sometimes lose you the game. Also, by using your Auchenais you're giving up on your ability to heal, which you're not supposed to do as a slow class, and combined with Circle of Healing you're getting 1 AoE-removal by using 2 cards! I know that the combo is good and all, but looking at the value, those 2 cards doing one thing combined, and after Auchenai being set up to 1 hp, you can't heal yourself or your minions before Auchenai's been killed.
An awkward transition from one topic to another. Coldlight Oracles. They are the major difference between this deck and the popular Entomb lists. The major point I wanted to execute in this list was to make it into fatigue in every single game. That's the part of the game where the wheat is separated from the chaff, like we say in Finland. I love fatigue games so I wanted to make a list that'd win every fatigue game. The reason to run Coldlights is that they're either going to draw you immediately 2 cards for 3 mana with a cute 2/2 body, they're going to burn a few of your opponent's cards or they're going to win you the game on fatigue. "But you're giving cards to your opponents!" Yes, I am. I don't give a damn about my opponent getting cards. He'll draw his minions that'll just die as soon as he's played them, and removals he doesn't get to use because your board presence is minimal due to only focusing on removing your opponent's board. Northshire Cleric is a good card, but not in this deck, because the draw can get out of control and you don't need millions of draws since you almost always have multiple removals in your hand. Coldlight is something your opponents don't play around, especially those nasty Renolocks you face quite often nowadays. They have proven themselves to be the MVPs of the list, so don't you dare mock them! ;)
The idea of this list, and how to play it, is to simply let your opponent over-extend his or her board and then wipe it with either single target removals or AoEs. After you've played Justicar Trueheart, your opponent has to play the tempo game because Justicar wins the value game and end game by herself. So, your opponent plays non-greedy boards of 2-4 minions because he's afraid of Lightbomb and Holy Nova, and after you've spent maybe 2 of your removals, he'll will raise the tempo because he thinks you've spent all your board wipes. Then you'll just clean the board over and over and over again, and outheal the damage he's dealt. It's really that simple. This is definitely not an easy deck, so get ready to lose some games at first because you didn't handle your resources or were afraid of tanking the damage your opponent had on the board (excluding Druids with massive Force of Nature + Savage Roar combos)
MULLIGANS AND MATCHUPS:
Druid:
Keep 2x Zombie Chow, 1x Shadow Word: Pain and 1x Deathlord. If you are having a good start, consider searching for Shadow Word: Death and if you have The Coin, keep Sen'jin Shieldmasta. If you have your early game minions, try and get a Power Word: Shield.
This matchup is quite tough, I'd say 45/55, since they can deal a disgusting portion of damage on one turn by using Force of Nature and Savage Roar combo. Midrange Druids usually try to make the combo even better by adding in sticky minions that are hard to remove. Your gameplan is to always assume he has the combo pieces in his hand and then play around the potential damage burst. That could sometimes include using Holy Fire to his face just for the heals. The match usually turns by your favor at mid-to lategame, where you start clearing his board. The sooner you get Justicar Trueheart, the better.
Against taunt city/ramp Druids just try to Entomb the big minions they play. Shadow Madness usually gets a lot of value if he has Cenarius in his deck. Also, slower Druids tend to have double Sludge Belchers so you can just use Shadow madness on one of them, trade the Sludge and get the Slime.
Coldlight: Use coldlights very carefully. Remember that your opponent will also get the draws, so he might draw a combo piece. Usually it's good to use coldlights if he's spent enough of their combo pieces or he has 9 cards in his hand. Or when you're just in a really bad need of removals/heal/something else that'd get you out of combo range(14+(every minion's attack+2)).
Hunter:
Keep Holy Smite, 2x Shadow Word: Pain, 2x Zombie Chow, 2x Deathlord, Shadow Madness and Sen'jin Shieldmasta if you have The Coin.
This is one of the easiest matchups (90/10), since you have too much boardclears and heal for Rexxar to handle. Shadow Madness is usually the MVP of the matchup. The gameplan is to just get the taunts set up, clear his board and heal your face if you're below ~17 health. Too bad there aren't that many Hunters on the ladder anymore.
Mage:
Against Freeze Mage: Keep 2x Coldlight Oracle, Justicar Trueheart, 1x Shadow Word: Pain. If feeling YOLO, keep Cabal Shadow Priest
Against Tempo Mage: Keep 2x Shadow Word: Pain, 2x Zombie Chow, 2x Deathlord, and Shadow Madness if you're having a good start.
Mage matchup is pretty favored. Against Freeze you just have to save your Holy Fire for the turn after Alexstrasza and mill them if they have 9 or more cards in their hand. Against Tempo Mage you might feel a bit overwhelmed but you're actually doing well if you just have few of your early game removals. Just try and keep yourself healthy so you don't die to some burst damage.
Paladin:
Keep: Holy Smite, 2x Shadow Word: Pain, 1x Deathlord, 2x Zombie Chow. If you have any of those, keep Shadow Madness, Thoughtsteal and Sen'jin Shieldmasta and strongly consider keeping Holy Nova orExcavated Evil, only with The Coin though.
Paladin is one of your easiest matchups, excluding Murloc Paladin, which I won't be covering. If you need help against Murloc Paladins, PM me or commend on the deck. So, into the playstyle. Against both of those it's really straight forward: remove his minions, play the value game and win during late-game. Use your Cabal Shadow Priests for his Shielded Minibots and Haunted Creepers. Always save an Entomb for Tirion Fordring. You should win almost any kind of paladin, even those aggro ones that have been popping here and there. If they play Justicar Trueheart, the 1/1 dudes could become a trouble but usually you can stop the dude train without any issues.
Priest:
Keep: 2x Shadow Word: Pain, Thoughtsteal, Justicar Trueheart, Sen'jin Shieldmasta, 2x Zombie Chow, 2x Deathlord. If you're having a good start, look for a Sludge Belcher.
Priests are one of the most satisfying and best matchups for you, because after 30 minutes of healing and passing you'll simply crush him. Dragon Priests try to get value from their cards by Dragon synergy, which gives better stats to their minions. The extra stats don't matter since you're not about trading. They also lack a win condition, so they can't just suddenly win the game. The amount of your removals will win the game for you. Use your Entombs smartly and don't overextend the board for his AoE-removals.
Against normal Control Priests the matchup is all about fatigue. Try and heal his Northshire Cleric and feed him with some draws. The amount of cards in his hand doesn't matter, since you can answer pretty much anything he plays. Just play the value game and you'll most likely win these games without any major problems.
Rogue:
Keep: 2x Deathlord, 2x Shadow Word: Pain, 2x Zombie Chow, Thoughtsteal, Sen'jin Shieldmasta. If having a good start, keep a Coldlight Oracle
If you can confirm that the opponent is playing Miracle, look for a Lightbomb and consider a Shadow Word: Death.
Rogue matchup is quite hard if the opponent is playing Oil Rogue. It's still definitely doable, you just need to be a bit cunning. Let her draw the cards and mill her, and try to force her to use the Tinker's Sharpsword Oils to remove your board. Deathlords are the MVP of the matchup, so on mulligan try to get them combined with something to remove Violet Teacher. Her Piloted Shredder trades well with Sen'jin Shieldmasta, and if it doesn't, you can just AoE clear.
New miracle Rogues should be fairly easy. Let them play their Gadgetzan Auctioneer and draw their deck, as long as you have your Lightbomb and Coldlight Oracle ready. Try and force out her Eviscerates. Keep yourself as high health as possible and just win by taunting. Beware ofEmperor Thaurissan, though: it might get her a huge Malygos OTK or Southsea Deckhand combo.
Shaman:
Keep: Holy Smite, 2x Shadow Word: Pain, 2x Zombie Chow, 2x Deathlord. If having a good start, look for your 5-mana AoE-clears, Sen'jin Shieldmasta and Shadow Madness.
Shaman can seem like an OP deck with all the burst it can deal: the maximum damage without spellpower is 32 hit points just with spells. Combined with huge early game pressure and an OP weapon the deck is immortal, right?
No, it isn't. You don't have to draw like Amaz, with a good-ish start you'll be just fine. If you like making aggro players cry themselves to sleep, this is the deck for you. Just try and keep the early game stability, play your taunts and heal yourself. Shamans can be really dangerous the whole game so just try and play Justicar Trueheart as soon as you can afford the tempo loss and possibly not removing anything from the board.
Warlock:
Keep: 2x Zombie Chow, 2x Shadow Word: Pain, 2x Deathlord, 1x Coldlight Oracle, Sen'jin Shieldmasta. If you have a Shadow Word: Pain, keep Shrinkmeister, too. If you think that the opponent is playing Zoo and you're having a good hand, keep an AoE as well.
Right now there are two very different warlock decks. Zoolocks and Renolocks.
Against Zoo the matchup is pretty good. Don't play your Coldlights unless you absolutely have to. But if you can get at least one early game minion and one early game removal, the matchup is just like against paladins, except that you actually have to be aware of some burst damage. Cabal Shadow Priests are your MVPs, since you can steal their Nerubian Eggs or Imp Gang Bosses.
Against Renolocks you only have a single threat that most often loses you the game. The Big J. Lord Jaraxxus. If you can Thoughtsteal or mill that card, you will win the game. Just be aware of the popular tech choices your enemy might have and always try to keep a removal for a new big creature he likely has in his hand. If the enemy plays his Lord Jaraxxus, you could try to fatigue him if he plays it in the late game. Don't be scared of Inferno. It'll only do 2 damage to you each turn. I think that you should save your second Lightbomb for a board of 3 Infernos. So, if they play Jaraxxus, you're screwed, but you can still manage to win the game if you got a good Thoughtsteal or he can't develop the board with other than Infernos.
Protip: save an Entomb for either Feugen or Stalagg. Use it one the one that's played second, so you don't have to deal with Thaddius later on in the game.
Warrior:
Keep: 2x Shadow Word: Pain, 2x Zombie Chow, 1x Deathlord, Sen'jin Shieldmasta, Thoughtsteal, Justicar Trueheart. If you think that the enemy is playing Patron Warrior, keep an Excavated Evil too. If you're having a good start, look for Cabal Shadow Priest.
Warriors are really easy. Against Control you can just Entomb or kill their big minions, and against Patron Warrior you have 3 AoE-removals that wipe his whole board, including Grim Patrons. It's really that easy. They'll have nothing to do when you're just removing everything they play, I can't even give any more actually useful tips. Just like, remove his board, don't let the armor confuse you, heal, win.
Edit: Would you look at that, I actually got the guide ready! I'll take a break from updating the list, and I'll start doing the card choice list this Thursday!
Huge thanks to everyone who upvoted and commented the deck!
Make sure to check out my other (outdated) decks:
http://www.hearthpwn.com/decks/136641-mustard-master-control-v2-0
http://www.hearthpwn.com/decks/249598-sanic-tempo-rogue-now-with-guide
Fun deck, I play a lot of priest and enjoy control matches, but wow, these long grueling games can really drag on sometimes.
I think my least favorite part is when your deathlord pulls out some huge minion of theirs on turn 4-5 and you have no answers for it yet. A lot of our 6-drop clears is pushing me in the direction of adding Thaurissan to the deck. Curious if anyone is working him in there.
For added fun, and decent results in control match-ups, I've been using Confessor as I don't have Voljin. Never would have thought to use coldlights in a priest deck, but it always seems to catch the opponent off guard!
So I am doing OK with this deck, not great, not terrible, but no matter what this is the funnest deck I have ever played. Games always go late, and you just keep destroying their threats. Incredibly fun, thank you so much!
It really takes some time to get used to the deck.. to know when you have to stall to get more value of your removals and when to push for tempo but after 40 games i think it is a really good deck that can handle aggro and control easily with the right draws.. i like this deck very much!
P.S. i really wanted to see the handlocks face when he was out of cards and i killed him with coldlights Kappa
are there any new toughts on adding brewmaster?
very bad against combo decks and everyone out playing combo decks
0/4. This deck is terrible
Fun deck, very reliable against Control Warrior and most aggro matchups.
Suffers heavily against mid-range however. Also, the massive amount of 5+ spells will fuck you royally if you don't get a good curve initially.
That is really unfortunate, I am mostly winning with it on ladder
So, I've been playing this deck for the past couple of days (I've made a few personal changes, subbed a Acidic Swamp Ooze and Youthful Brewmaster in for both Zombie Chow (I'm not sure yet if it was good to drop both Zombie Chow cards, i know its probably the strongest turn one next to the welp if you're not using Auchenai Soulpriest but Acidic Swamp Ooze has been a decent drop when you get a Doomhammer or a Gorehowl) and I removed Elise Starseeker/Sen'jin Shieldmasta in for a Spellbreaker at the 4 mana spot which can be better than 6 mana Entomb if you need a body on the board, though maybe not as good as a Shadow Word: Death against a Tirion Fordring, Archmage Antonidas or even just any card sporting a shield so you can possibly clear. (I've never really wanted to give up my hand for some random legendaries...seemed her best use for Elise Starseeker probably the extra draw against exhaustion).
So far this deck is incredibly frustrating....not because its a bad deck...its a great deck, no doubt about it, but its a grind.....a frustrating grind, the worst thing about this deck is that it will bring out all the glaring problems with this game, why?....because this deck is actually full of specific tools with a specific functions with a specific set amount of damage, the only real RNG involved with this deck is the draw (one can argue about the Thoughtsteal but it hasn't been a winning factor in any of the matches i've played so far), with this deck (which is a fun deck) I will win 2...lose 1...win 2...lose 1....eventually getting a streak for 3...lose 2....ad infinitum...about 75/85% going into late game...the thing is...the longer the game lasts the more glaring the RNG factor is....and I'm not talking the draw I'm talking the cards you go against...I'm still pushing away....loving the deck....it's a skill/control oriented deck....but it's making me hate this game...because this is a 15-20 minute per match deck....but the RNG is killing me...I've literally had to Entomb a Doomsayer with full board control...only to have my Deathlord killed the next turn and my deck spits out that very same Doomsayer. GG
"The best Priest deck in the game" Isn't even in its final form yet -_- The deck is okay at best, but I wouldn't dare call it better over Kibler's Golden Monkey list.. or even regular dragon priest for that matter.
I've beat every dragon priest I played against using this deck :3
After playing Fatigue Priest in various forms for the past several seasons, usually as a Shadow Priest, I have to say this feels like the strongest iteration I've ever seen. Entomb added a ton of value to the deck, especially against Savannah Highmanes and Tirion Fordring. I do not see why a priest would ever run Mind Control now that we have access to this.
I have been running pretty much this list, exchanging doomsayers for Zombie Chow. However, I feel that this change has weakened the deck. Have you tried the Doomsayers? When they are good they are very good, but Shaman, for instance, will just eat it with Earth Shock.
I crafted Justicar Trueheart explicitly for this deck, and have been thrilled with its performance. Gaining 6 on turn 10 is a big get.
The only card I am truly confused by in this list is Power Word Shield. I haven't tried it because it looks so out of place, and we have no Pyromancers. I have been playing with Reno Jackson in this "slot" as an ultimate trump to other fatigue decks, and as a demoralizing blow to aggro the turn before they die to fatigue. Ideally I feel that an Antique Healbot would serve better here.
Cheers on the deck, having a blast!
I REALLY enjoy this deck, but it being favored against freezemage is absolute bullshit. Ive faced freeze 6 times now, and lost every single one.
Just this last game i had my justicar, i thoughtstole a healbot, i teched in a flashheal which i ALSO drew, and still got obliterated. And no i did NOT take any minion damage.
Mage goes emperor, into alex, into tony frostbolt icelance icelance and some other spell, and the next 3 turns are fireball fireball, fireball fireball frostbolt, pyroblast. That is unwinnable.
Please someone tell me im wrong, and tell me how to play the matchup, because this feels even more onesided than CW vs freezemage
I've one this match up twice....and the only way I've done it, was I lucky to entomb and draw alex to pop me back up to 15 late game, and the other was just bad draw for the mage not being able to pull immune from his deck...both times i was able to drop justicar early....it's a tough match indeed.
How about 2 excavated evils and 1 holy nova? That will definitely finish off aggro...
removed a Zombie Chow for Harrison Jones... has helped immensely at closer to legend ranks
3-1 so far at rank 9. Very fun. Beat a control warrior with 40 armor and who attacked with an enraged Grom four times. That says enough I think.
I only own one Cabal Shadow Priest, is there a replacement for the 2nd one?
I'm thinking about substituting it with Sylvanas Windrunner
I get eaten alive by renolocks. Any clue how to play this matchup?
Yeah double coldlight sounds like the burst you need late. Ive always used them turn 3 or 4 to attempt to mill them, but i think using them for lategame burst sounds better :)