I've set myself the challenge of playing a deck containing only basic and classic cards and I want to try Inner Fire - Divine Spirit Combo Priest.
The idea is to get some innocent looking Oasis Snapjaw or Gurubashi Berserker to survive a turn, then double its health twice to 28, play Inner Fire and attack for *hopefully* lethal. I'm not expecting anything beyond rank 10 for the deck.
Any advice on what other cards to include is welcome but for now my main questions are:
Should I run two Inner Fire or just one? You only need 1 for the combo but 2 would make you more likely to draw it sooner. On the flip side, having both in your hand would make one a dead draw, but you could play one for tempo on a high health minion. You could also play one in the early game on a Lightwell for instance, knowing that you had a spare one in your deck.
You’ll probably want as much card draw as possible if your entire strategy revolves around drawing 3-4 specific cards in a deck of 30, so I’d definitly throw in the loot hoarders and novice engineers. That will also solve your dilemma on what to play on your early turns. Could even throw in a Nat Pagle if you’re really struggling for draws.
Not working. Divine Spirit/Inner Fire only works since Priest have Shadow Visions. Before it was just a meme-deck, unable to execute the combo. Only since we have Shadow Visions, we are far more able to execute the combo, since it allows us to have up to 4 divine spirits or give us an inner fire if necessary.
Without this card, the combo is too unreliable to play against. 2 divine Spirits alone in a deck is not enough.
The approach I've taken is to play Alexstrasza + the combo on a Stormwind Knight. The rest is card draw and removal (and Silence in case there's a taunt in the way).
Maybe your approach is better though (playing various high health minions), I can't be sure.
The approach I've taken is to play Alexstrasza + the combo on a Stormwind Knight. The rest is card draw and removal (and Silence in case there's a taunt in the way).
Maybe your approach is better though (playing various high health minions), I can't be sure.
Thank you! So far the "many high health minions" approach is ok but I'm not totally happy with it. The high health can cause some people problems, but on the whole I think the minions slow the deck down because they take up slots that could be filled with more card draw.
The Stormwind Knight suggestion seems like a good one. Including more removal spells also makes Gadgetzan Auctioneer better and it was already doing well in my games. Alexstrasza more than makes up for the lossed chip damage from the other minions too.
Lot's of big early game minions that are quite sticky, lot's of silence that can be used flexibly to your own minions or to silence taunts when doing the OTK.
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I've set myself the challenge of playing a deck containing only basic and classic cards and I want to try Inner Fire - Divine Spirit Combo Priest.
The idea is to get some innocent looking Oasis Snapjaw or Gurubashi Berserker to survive a turn, then double its health twice to 28, play Inner Fire and attack for *hopefully* lethal. I'm not expecting anything beyond rank 10 for the deck.
Any advice on what other cards to include is welcome but for now my main questions are:
Should I run two Inner Fire or just one? You only need 1 for the combo but 2 would make you more likely to draw it sooner. On the flip side, having both in your hand would make one a dead draw, but you could play one for tempo on a high health minion. You could also play one in the early game on a Lightwell for instance, knowing that you had a spare one in your deck.
How much card draw should I run? Are Northshire Cleric and Power Word: Shield enough, or should I be running them along with every Loot Hoarder, Novice Engineer and similar cards available?
What should I play in the early game? Turn 4 onwards I figure I should be dropping the staple big minions: Oasis Snapjaw, Chillwind Yeti, Gurubashi Berserker, Boulderfist Ogre, Temple Enforcer etc. But what should I be looking to play in the earlier turns?
Let me know what you think should go in the deck and why!
You’ll probably want as much card draw as possible if your entire strategy revolves around drawing 3-4 specific cards in a deck of 30, so I’d definitly throw in the loot hoarders and novice engineers. That will also solve your dilemma on what to play on your early turns. Could even throw in a Nat Pagle if you’re really struggling for draws.
I don't really want to craft Nat Pagle but I will step up the card draw. I think I will try Gadgetzan Auctioneer too.
Acolyte of Pain is definitely an auto-include for card draw as well.
Not working. Divine Spirit/Inner Fire only works since Priest have Shadow Visions. Before it was just a meme-deck, unable to execute the combo. Only since we have Shadow Visions, we are far more able to execute the combo, since it allows us to have up to 4 divine spirits or give us an inner fire if necessary.
Without this card, the combo is too unreliable to play against. 2 divine Spirits alone in a deck is not enough.
Yeah I wouldn’t craft it either, but if you get lucky he wouldn’t hurt.
im sure Stormwind Knight would be better because you would be sure to not lose it.
+ Power Word: Shield and double divine spirit and inner is the same 28 you would wait a turn for.
Twighlight Drake is a good include.
Dibbity don't touch that!
This is what I've come up with
The approach I've taken is to play Alexstrasza + the combo on a Stormwind Knight. The rest is card draw and removal (and Silence in case there's a taunt in the way).
Maybe your approach is better though (playing various high health minions), I can't be sure.
Thank you! So far the "many high health minions" approach is ok but I'm not totally happy with it. The high health can cause some people problems, but on the whole I think the minions slow the deck down because they take up slots that could be filled with more card draw.
The Stormwind Knight suggestion seems like a good one. Including more removal spells also makes Gadgetzan Auctioneer better and it was already doing well in my games. Alexstrasza more than makes up for the lossed chip damage from the other minions too.
Here's a Silence Priest -deck I created a couple months ago, had about 55% winrate over 80 games:
Lot's of big early game minions that are quite sticky, lot's of silence that can be used flexibly to your own minions or to silence taunts when doing the OTK.