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[Legend] Topsy Turvy Dragon Priest

  • Last updated Aug 21, 2018 (Boomsday)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Dragon Priest
  • Crafting Cost: 4260
  • Dust Needed: Loading Collection
  • Created: 8/20/2018 (Boomsday)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    10

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Hello everyone.

This is the first deck I post here. It got me from rank 9 to Legend, for the first time (I can say I have tried a couple of times before).

Legend

In its core, this is the Combo Priest deck popularized by Thijs among others (if someone else created it please let me know so I add him/her) in previous expansions.

What I changed is that I removed 1xInner FireLyra the Sunshard, 2xUnidentified Elixir and added 2xTopsy Turvy, 1xExtra Arms and 1xGiggling Inventor.

After the expansion came live, I tried the infamous Test Subject combo as shown by Dog and Trump. It was a lot of fun and I actually mastered it (who would have known), but unfortunately it wasn't really viable, especially in a Baku/Zoolock meta.

Althought I set it aside, whilst I was playing it, some Topsy Turvy excellent plays (Test Subject combo aside) became apparent to me.

So I thought I should try Topsy Turvy as a more general tool in the classic combo priest and it worked pretty well, as it turned out.

I know some of you will probably think that 2xTopsy Turvy and 1xInner Fire are one too many, but this is why this variation works.

The gist of the deck is to be able to use Topsy Turvy as a versatile offensive/defensive/trade/stealing tool to turn the tables (pun not intended) and you can't do that if you're afraid to use it.

I must also say that the current meta is kind of tailored to this deck.

I will post more stuff if there's interest/upvotes.

I can add a full guide, although the analysis of the general strategy of the deck has already been done by pro players.

What I can certainly do is write about the possible Topsy Turvy plays which made the difference for me, the current meta opponents and how these, along with the other changes, alter your strategy.

In any case, thanks for reading!

Edit: Since we got some upvotes I think I should add some Topsy Turvy plays that worked for me.

Doomsayer: If you have played this kind of deck before you know how Doomsayer can stop you on your tracks when played on early turns or behind a taunt. Now it can be removed with 0 mana.

Topsy Turvy+Cabal Shadow Priest: That's a good one, as it turns the usual 9 mana stealing combo of a Cabal Shadow Priest and Twilight Acolyte to a 6 mana one. You just have to be able to manipulate the board with some damage and take any minion of your opponent to 2 health before swapping it. 

Topsy Turvy+Twilight Acolyte: There's a number of things you can do here. As you'd know a 8-4 Twilight Acolyte or similar is not uncommon, either from Mountain GiantThe Lich King etc. However it almost always dies on AOE or bad trade. You can change it to a 4-8 for survivability and a great additional target for combo. (that depends ofc, some times you want them to trade on it or you don't have DS on hand). Another good play is to go Twilight Acolyte, swap the newfound 2 attack of your opponent's minion to health and trade something cheap like Loot Hoarder on it.

Topsy Turvy + Duskbreaker: It may not seem like much, but going from a turn 3 Twilight Acolyte on Hench-Clan Thug to a turn 4 Duskbreaker where you swap the 3-4 Hench-Clan Thugh to a 4-3 and clear the rest of the board alongside it, practically ends the game against Baku (and boy, there's a bunch a lot of them around). Of course that's just an example. You can use it to clear any high health/low attack minions, if you can't steal them.

Those are from the top of my head and I'll add more as I remember them. Obviously you can use Topsy Turvy as a defensive card to mitigate attacks/stall and in attack for 0 mana finishers, which helps a lot with the self replicating Extra Arms.

Will also add more opponent-tailored comments if interested/upvotes!