Excellent Priest deck and one of the most realistically viable ones on this site.
I agree that the Harrison Jones pick people have mentioned in the comments is worth investigating, but I am not entirely convinced it is a better pick. 5 mana for a 5/4 against non-weapon decks is worst than a 3/2 for 2 mana.
Earth Elemental is a great card overall, but I've lost matches where it was hard countered by Big Game Hunter. Not only have you probably just lost Board Control, you also hit turn 6 with the overload penalty.
This deck is my first iteration of a rushdown Druid. So far, it has had surprisingly good results and I'm posting it here because it's really a fresh take on how to play Druid (albeit a little gimmicky). Druid is generally considered a late game class, but after playing around with this deck, I can confidently say that Druid can rush down with the best of them.
How so? In short, the answer is Innervate. Using Innervate, you can perform throw down a lot of cards in one turn. You can also do mega 1-turn attack combos that can catch an opponent completely off guard. This deck will look a bit strange at a glance, but give it a shot!
Early game: - Throw down the usual fodder early game units like Argent Squire, Leper Gnome and the like. When possible, always attack the hero. The goal is not to control the board, but to drop their life for mid game.
Mid game: - If they taunt, use Keeper of the Groveto silence taunts and continue to attack their hero. - If they ignored your minions, very good. This is why you carry Power of the Wild and Savage Roar. Use them to do even more damage to their Hero. - If they board clear, that's ok too, just throw down more minions or use your (Swipe or Starfire) to directly fire at their hero. - Throw your Starfire directly at the Hero. What's great is that they draw a card!
Late game: If the game drags on into late game, this deck will lose. Countering this deck is primarily a matter of using heals or throwing down really big creatures early on that will force using spells for removal rather than to attack their hero.
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This is what happens when everything goes right on turn 1. He conceded immediately.
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Excellent Priest deck and one of the most realistically viable ones on this site.
I agree that the Harrison Jones pick people have mentioned in the comments is worth investigating, but I am not entirely convinced it is a better pick. 5 mana for a 5/4 against non-weapon decks is worst than a 3/2 for 2 mana.
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Lol, the Shaman deck uses Al'Akir the Windlord. Wow. Why?
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Earth Elemental is a great card overall, but I've lost matches where it was hard countered by Big Game Hunter. Not only have you probably just lost Board Control, you also hit turn 6 with the overload penalty.
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This deck is my first iteration of a rushdown Druid. So far, it has had surprisingly good results and I'm posting it here because it's really a fresh take on how to play Druid (albeit a little gimmicky). Druid is generally considered a late game class, but after playing around with this deck, I can confidently say that Druid can rush down with the best of them.
How so? In short, the answer is Innervate. Using Innervate, you can perform throw down a lot of cards in one turn. You can also do mega 1-turn attack combos that can catch an opponent completely off guard. This deck will look a bit strange at a glance, but give it a shot!
Early game:
- Throw down the usual fodder early game units like Argent Squire, Leper Gnome and the like. When possible, always attack the hero. The goal is not to control the board, but to drop their life for mid game.
Mid game:
- If they taunt, use Keeper of the Grove to silence taunts and continue to attack their hero.
- If they ignored your minions, very good. This is why you carry Power of the Wild and Savage Roar. Use them to do even more damage to their Hero.
- If they board clear, that's ok too, just throw down more minions or use your (Swipe or Starfire) to directly fire at their hero.
- Throw your Starfire directly at the Hero. What's great is that they draw a card!
Late game:
If the game drags on into late game, this deck will lose. Countering this deck is primarily a matter of using heals or throwing down really big creatures early on that will force using spells for removal rather than to attack their hero.