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Topsy Turvy Priest

  • Last updated Aug 4, 2018 (Spiteful Nerf)
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Wild

  • 17 Minions
  • 12 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Spell Priest
  • Crafting Cost: 5440
  • Dust Needed: Loading Collection
  • Created: 8/1/2018 (Spiteful Nerf)
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  • Submitted By:

    SuperSam127

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This is my idea of what a Divine Spirit/Inner Fire Priest would look like next expansion - except I don't think it's called that until Boomsday rotates out. From now on, I say its called Topsy Turvy priest, because DAMN is Topsy Turvy good for this deck. Not only can it be used both offensively and defensively, but it costs 0 rather than one, meaning it dodges Skulking Geist, which has been seeing play in this expansion as tech against druids, which I think we can all agree will continue to be very strong this expansion.

Other than that, there's a super special infinite combo(yes, infinite, I'll get to that later.)

Anyway, Priest was given some new toys for the classic Divine Spirit/Inner Fire combo, including Topsy Turvy, but also Test Subject can actually lead to an infinite combo with Vivid Nightmare, which can be seen in This Video. 

I'm also using some Dragon Synergy in this list just because we all know how stupid Duskbreaker can be, as well as some other really good cards like Twilight DrakeTwilight Acolyte and Primordial Drake, all which are both good cards and furthering our combo gameplan. 

In terms of the intended combo, aside from the obvious cards, 1-of Shadow Madness helps win games where we can't effectively develop a high health minion, especially in conjunction with Twilight Acolyte to kill our opponent with their own big minions. Shadow Word: DeathShadowreaper Anduin, Primordial Drake, and Psychic Scream control the board in the late game, if the game lasts that long, while Duskbreaker and Wild Pyromancer, and technically the Tar Creeper can help control it in the early game, specifically against more aggressive decks.

Edit: Inserted a special new combo into the deck. It goes as follows:

Step 1: Play 2 Radiant Elementals and a Test Subject.

Step 2: Cast Divine SpiritVivid Nightmare, and Topsy Turvy on the Test Subject(in that order). You should be left with a 1 heath copy of the Test Subject.

Step 3: Cast Divine SpiritVivid Nightmare, and Topsy Turvy on the 1 health Test Subject(also in that order). You should now have 2 Divine Spirits, 2 Vivid Nightmares, and a Topsy Turvy in your hand.

Step 4: Cast a Vivid Nightmare on a Radiant Elemental.

Step 5: Repeat Step 3: on the 1 health Test Subject until your hand is filled with Divine Spirits and a Topsy Turvy

Step 6: LOOOOOOTS of damage. 

To accomodate this, I removed and added a few cards, most notably removing the Upgradeable Framebots and the Inner Fire.

Anyway, please upvote the deck and leave any comments you can think of below, preferably before the expansion comes out so I don't embarrass myself on the ladder with my bad deckbuilding. Thanks for reading!