One gadgetzan, 28 spells (two thoughtsteals, rest doesn't matter but I made sure to count, there are more in the priest class than 28), one mind control tech/mind control.
Play the mind control/mindcontrol tech on vancleef, get it sapped onto your hand.
Have the opponent play millhouse, play the gadgetzan and cycle through your entire deck (gadgetzan + 28 spells + 4 from toughtsteal + possibly the coin = 34 cards, although if you managed to thoughtsteal at lesat 2 shadowsteps shadowstepping the MCTech and replaying it would be 2 mana and give you +2 used cards as well, more incurs in a mana limit but if you played the gadgetzan before starting the combo you'd be able to shadowstep four times, removing one card (gadgetzan) and adding another two (replayed mctech))
So 2+34*2 = 70/70 van cleef. Assuming you thoughtstole two shadowsteps. 2+36*2=74/74. Assuming you played gadgetzan beforehand and thoughtstole four shadowsteps: 2+37*2 = 76/76.
I'm also pretty sure you could do a lot more shenanigans using an ysera as well, but I can't be bothered to count.
One gadgetzan, 28 spells (two thoughtsteals, rest doesn't matter but I made sure to count, there are more in the priest class than 28), one mind control tech/mind control.
Play the mind control/mindcontrol tech on vancleef, get it sapped onto your hand.
Have the opponent play millhouse, play the gadgetzan and cycle through your entire deck (gadgetzan + 28 spells + 4 from toughtsteal + possibly the coin = 34 cards, although if you managed to thoughtsteal at lesat 2 shadowsteps shadowstepping the MCTech and replaying it would be 2 mana and give you +2 used cards as well, more incurs in a mana limit but if you played the gadgetzan before starting the combo you'd be able to shadowstep four times, removing one card (gadgetzan) and adding another two (replayed mctech))
So 2+34*2 = 70/70 van cleef. Assuming you thoughtstole two shadowsteps. 2+36*2=74/74. Assuming you played gadgetzan beforehand and thoughtstole four shadowsteps: 2+37*2 = 76/76.
The thing is that tokens need to be buffed somehow or they're just clogging your board until they get removed. Druid and shaman token decks exist because of power of the wild/bloodlust/savage roar, priest has nothing of the sort. If you insist with the concept, try running stormwind champion instead.
I have a nooby question. If I have no needed epics like Faceless and BGH should I spend dust on crafting them or better collect dust and craft some legendary, hoping to get Faceless and BGH from packs?
From a complete collection point of view crafting legendaries is going to finish your collection faster. Staple epics are however usually much more important than staple legendaries in any deck and I'd recommend crafting those first.
I'm not sure about Ragnaros if you're looking for ways to deal with druids. Most druids nowadays run Gaara's ramp version which includes a BGH and a shitload of taunts, for which a black knight might would probably perform better. Against warriors it's somewhat of a dead card for sure though, but I don't seem to face any control warriors right now.
Will the new cards bring more legendaries? And if so, would it be smart to save my dust and wait what the new cards will bring? I got 1600 dust already.
As far as we know Naxxramas will bring new legendaries, but they will be rewarded at the end of each wing rather than being crafted, so you probably won't need the dust. Of course more details might be revealed, but right now that doesn't seem to be the case.
I think he should be far lower than T2 actually, it's pretty bad after the nerf and pretty much nobody runs it anymore. I'd craft either Bloodmage or The Black Knight if I were you.
Tempo is a hard concept to describe. You want to keep being ahead of your opponent in board presence so that you get to choose the trades and you get to decide when to go for the face. It's sort of how zoo plays out, similar to aggro in a way but not as mindless (you don't just go straight out for the face unless you have lethal/are setting up for lethal). Midrange is a deck type which focuses on turns 4 to 7/8. You want to play control against aggro (as in, keeping the board clear and stabilizing while they finish up their threats), and to go aggressive against full fledged control decks (so they don't get to bring out their big threats).
I'd go for Ragnaros as your next legendary craft. You also need to decide whether you're going for tempo (in which Sap is great but Sprint isn't) or midrange/control (in which sap is pretty bad but sprint is great) imo.
Shamans are pretty strong against handlock, you need to plan things beforehand.
Earthshocks for drakes, two hexes for two giants. That pretty much leaves you to deal with 2 giants and alexstraza as dangerous bodies. Totem spam + flametongue dance is a way to deal with one or two of them, depending on how many you're actually able to summon before the next big threat pops up. Double lightning bolt, or a minion with rockbitter / abusive is another good way to kill one.
Don't rush the matchup, make them play their big threats and always have an answer for them. Only push below 15 health if you have enough in hand/on board to handle two giants coming down.
Keep in mind that in this matchup you're pretty much free to drop a mana tide uncovered if you need to fish for answers. They either use soulfire/hellfire/soul siphon to get rid of it, which would bypass protection anyways, or their only charge minion which is leeroy and isn't even run in all the versions, which is pretty good as it prevents a leeroy/shadowflame or leeroy/power overwhelming combo.
I'd go for Alexstraza. Just seems a lot more useful in Handlock given the current meta since it doesn't lock you out of playing Moltens and puts a heavy body on the field instead of having to wait a turn to hero power. The fact that it's neutral and therefore can be used in other decks as well makes it a clear choice.
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One gadgetzan, 28 spells (two thoughtsteals, rest doesn't matter but I made sure to count, there are more in the priest class than 28), one mind control tech/mind control.
Play the mind control/mindcontrol tech on vancleef, get it sapped onto your hand.
Have the opponent play millhouse, play the gadgetzan and cycle through your entire deck (gadgetzan + 28 spells + 4 from toughtsteal + possibly the coin = 34 cards, although if you managed to thoughtsteal at lesat 2 shadowsteps shadowstepping the MCTech and replaying it would be 2 mana and give you +2 used cards as well, more incurs in a mana limit but if you played the gadgetzan before starting the combo you'd be able to shadowstep four times, removing one card (gadgetzan) and adding another two (replayed mctech))
So 2+34*2 = 70/70 van cleef. Assuming you thoughtstole two shadowsteps. 2+36*2=74/74. Assuming you played gadgetzan beforehand and thoughtstole four shadowsteps: 2+37*2 = 76/76.
I'm also pretty sure you could do a lot more shenanigans using an ysera as well, but I can't be bothered to count.
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One gadgetzan, 28 spells (two thoughtsteals, rest doesn't matter but I made sure to count, there are more in the priest class than 28), one mind control tech/mind control.
Play the mind control/mindcontrol tech on vancleef, get it sapped onto your hand.
Have the opponent play millhouse, play the gadgetzan and cycle through your entire deck (gadgetzan + 28 spells + 4 from toughtsteal + possibly the coin = 34 cards, although if you managed to thoughtsteal at lesat 2 shadowsteps shadowstepping the MCTech and replaying it would be 2 mana and give you +2 used cards as well, more incurs in a mana limit but if you played the gadgetzan before starting the combo you'd be able to shadowstep four times, removing one card (gadgetzan) and adding another two (replayed mctech))
So 2+34*2 = 70/70 van cleef. Assuming you thoughtstole two shadowsteps. 2+36*2=74/74. Assuming you played gadgetzan beforehand and thoughtstole four shadowsteps: 2+37*2 = 76/76.
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The thing is that tokens need to be buffed somehow or they're just clogging your board until they get removed. Druid and shaman token decks exist because of power of the wild/bloodlust/savage roar, priest has nothing of the sort. If you insist with the concept, try running stormwind champion instead.
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You realize that such a small sample size means nothing? Gaara went 13-0 at dreamhack with his ramp druid deck, are ramp druids overpowered?
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From a complete collection point of view crafting legendaries is going to finish your collection faster. Staple epics are however usually much more important than staple legendaries in any deck and I'd recommend crafting those first.
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I'm not sure about Ragnaros if you're looking for ways to deal with druids. Most druids nowadays run Gaara's ramp version which includes a BGH and a shitload of taunts, for which a black knight might would probably perform better. Against warriors it's somewhat of a dead card for sure though, but I don't seem to face any control warriors right now.
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As far as we know Naxxramas will bring new legendaries, but they will be rewarded at the end of each wing rather than being crafted, so you probably won't need the dust. Of course more details might be revealed, but right now that doesn't seem to be the case.
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Nope, you almost always trade. Zoo is about early board control snowballing into a minion flood, not rushing to the face.
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I think he should be far lower than T2 actually, it's pretty bad after the nerf and pretty much nobody runs it anymore. I'd craft either Bloodmage or The Black Knight if I were you.
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Definitely bloodmage, especially considering you play druid, rogue AND shaman where it's basically a staple in each.
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Tempo is a hard concept to describe. You want to keep being ahead of your opponent in board presence so that you get to choose the trades and you get to decide when to go for the face. It's sort of how zoo plays out, similar to aggro in a way but not as mindless (you don't just go straight out for the face unless you have lethal/are setting up for lethal). Midrange is a deck type which focuses on turns 4 to 7/8. You want to play control against aggro (as in, keeping the board clear and stabilizing while they finish up their threats), and to go aggressive against full fledged control decks (so they don't get to bring out their big threats).
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I'd go for Ragnaros as your next legendary craft. You also need to decide whether you're going for tempo (in which Sap is great but Sprint isn't) or midrange/control (in which sap is pretty bad but sprint is great) imo.
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Shamans are pretty strong against handlock, you need to plan things beforehand.
Earthshocks for drakes, two hexes for two giants. That pretty much leaves you to deal with 2 giants and alexstraza as dangerous bodies. Totem spam + flametongue dance is a way to deal with one or two of them, depending on how many you're actually able to summon before the next big threat pops up. Double lightning bolt, or a minion with rockbitter / abusive is another good way to kill one.
Don't rush the matchup, make them play their big threats and always have an answer for them. Only push below 15 health if you have enough in hand/on board to handle two giants coming down.
Keep in mind that in this matchup you're pretty much free to drop a mana tide uncovered if you need to fish for answers. They either use soulfire/hellfire/soul siphon to get rid of it, which would bypass protection anyways, or their only charge minion which is leeroy and isn't even run in all the versions, which is pretty good as it prevents a leeroy/shadowflame or leeroy/power overwhelming combo.
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I'd go for Alexstraza. Just seems a lot more useful in Handlock given the current meta since it doesn't lock you out of playing Moltens and puts a heavy body on the field instead of having to wait a turn to hero power. The fact that it's neutral and therefore can be used in other decks as well makes it a clear choice.
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Out of those I'd go for the black knight given the current meta.