Looking for feedback. This deck uses the combination of Inner Fire and Divine Spirit to maximize mid-game damage potential. There are a bunch of 7hp cards included here, for 4/5/6 mana. There is a high likelihood of having one of them out by turn 5, giving us a 14-attack minion relatively early. If by turn 6 we don't have one of these cards out (which is unlikely), or we don't have IF/DS in hand (which is medium-likely), we turtle up.
Early game is mainly defensive. (I may be short on 1-drop minions.) There are four 4-drop 7hp minions at the ready (Oasis Snapjaw and Mogu'shan Warden), giving us a decent likelihood of converting them by turn 5 into a powerhouse.
The modest healing options, plus the inclusion of the Gurubashi Berserker, make this a mid-game powerhouse.
Also: this deck uses only one rare (Lightwell), and no epics or legendaries.
Do you think the Dalaran Mages fit very well? AFAIK they won't increase your healing so their spell power is only boosting two cards in your entire deck (Holy Nova X 2). If you swapped them with Northshire Cleric or Acolyte of Pain you'd really increase your draw power.
You trying to keep this deck no rare and legendary free?
Yes. Looking to build a reasonable deck that I can play relatively soon after launch, and that won't cost me megabucks. If/when I get epics or legendaries, well, that will be a good problem to have!
Do you think the Dalaran Mages fit very well? AFAIK they won't increase your healing so their spell power is only boosting two cards in your entire deck (Holy Nova X 2). If you swapped them with Northshire Cleric or Acolyte of Pain you'd really increase your draw power.
Mistakes were made. Acolyte is perfect -- I have enough taunt minions to protect him, so I should get two procs at least. Thanks!
Added Sylvana for late advantage, Ooze vs weapons, Defender of Argus for taunt n buff, Worgen for another 3-drop (wonder if +1 Attack applies after Inner Fire, and if Adventurer or Raid Leader is better here). Removed Ogre, Snapjaw, Gnome, Shieldmasta. Looking forward to try it on beta (I'm in Europe)
The problem with a deck like this, which I tried, is that minions are usualy too weak on their own. It's also a dead giveaway that you use a inner fire priest deck which the opponent will constantly keep your minions low, the fact is he can easly do that because your minions have such low attacks.
Rollback Post to RevisionRollBack
Let me change your mind
To post a comment, please login or register a new account.
Looking for feedback. This deck uses the combination of Inner Fire and Divine Spirit to maximize mid-game damage potential. There are a bunch of 7hp cards included here, for 4/5/6 mana. There is a high likelihood of having one of them out by turn 5, giving us a 14-attack minion relatively early. If by turn 6 we don't have one of these cards out (which is unlikely), or we don't have IF/DS in hand (which is medium-likely), we turtle up.
Early game is mainly defensive. (I may be short on 1-drop minions.) There are four 4-drop 7hp minions at the ready (Oasis Snapjaw and Mogu'shan Warden), giving us a decent likelihood of converting them by turn 5 into a powerhouse.
The modest healing options, plus the inclusion of the Gurubashi Berserker, make this a mid-game powerhouse.
Also: this deck uses only one rare (Lightwell), and no epics or legendaries.
Do you think the Dalaran Mages fit very well? AFAIK they won't increase your healing so their spell power is only boosting two cards in your entire deck (Holy Nova X 2). If you swapped them with Northshire Cleric or Acolyte of Pain you'd really increase your draw power.
You trying to keep this deck no rare and legendary free?
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Yes. Looking to build a reasonable deck that I can play relatively soon after launch, and that won't cost me megabucks. If/when I get epics or legendaries, well, that will be a good problem to have!
Quote from slumgum»
Mistakes were made. Acolyte is perfect -- I have enough taunt minions to protect him, so I should get two procs at least. Thanks!
Cards to (re)consider:
* Temple Enforcer - Battlecry: Give a friendly minion +3 Health (nuff said)
* Lightspawn - This minion's Attack is always equal to its Health (inner fire onboard yay!)
* Injured Blademaster - 7 base HP for 3 mana!
p.s. Tried to fit the cards above in the deck, and only Temple Enforcer made it:
Priest Inner Fire + Divine Spirit
Unknown Deck
by Svargas_ - Aug 25, 2013
Export to BBCode
Export to Cockatrice
Export to MarkDown
Export to Html
Clone this deck
Minion (21)
- 1x Sylvanas Windrunner
- 1x Acidic Swamp Ooze
- 1x Defender of Argus
- 2x Lightwell
- 2x Mogu'shan Warden
- 2x Raging Worgen
- 2x Shieldbearer
- 2x Spellbreaker
- 2x Acolyte of Pain
- 2x Gurubashi Berserker
- 2x Loot Hoarder
- 2x Temple Enforcer
Ability (9)
- 1x Mass Dispel
- 2x Inner Fire
- 2x Divine Spirit
- 2x Holy Nova
- 2x Mind Control
Loading Collection
Added Sylvana for late advantage, Ooze vs weapons, Defender of Argus for taunt n buff, Worgen for another 3-drop (wonder if +1 Attack applies after Inner Fire, and if Adventurer or Raid Leader is better here). Removed Ogre, Snapjaw, Gnome, Shieldmasta. Looking forward to try it on beta (I'm in Europe)
The problem with a deck like this, which I tried, is that minions are usualy too weak on their own. It's also a dead giveaway that you use a inner fire priest deck which the opponent will constantly keep your minions low, the fact is he can easly do that because your minions have such low attacks.
Let me change your mind