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Replicating Adventurer

  • Last updated Sep 7, 2018 (Boomsday)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Clone Priest
  • Crafting Cost: 5540
  • Dust Needed: Loading Collection
  • Created: 9/6/2018 (Boomsday)
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  • Tournament Decks:

    3

  • Ladder Decks:

    950

  • Submitted By:

    Befunked

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Am I the only one who thinks Questing Adventurer is really fun to use in Priest these days? This deck got me to rank 15, The concept is fairly simple, but it takes practice to maximize the amount of damage I can dish out. I try to control the board using early game minions and cards like Extra Arms to turn a 1/3 Northshire Cleric into a 3/5, or a 4/5 Radiant Elemental. Then, when I have my pieces in hand, ideally, I play a Questing Adventurer, and use some discounted spells to buff him up quickly. Power Word: Replicate works really well with Questing Adventurer, as does Vivid Nightmare, to get an army of ever growing Questing Adventurers. Circle of Healing can either be used offensively with Auchenai Soulpriest, or used to buff the stats of any minion I clone with Vivid Nightmare. Also there's the fact that it can basically draw my entire deck if I decide to clone copies of Northshire Cleric.

Vivid Nightmare is handy in a pinch to clone a Northshire Cleric, or a Radiant Elemental, but ideally I'd want to save them for Questing Adventurer. Also, I never play Questing Adventurer on turn 3 unless I have the Coin and another 1-drop, and I don't think my opponent can deal with it at that moment. It's too valuable a card in this deck to waste. I find Extra Arms on my other early minions to be good enough to handle most turn-3 threats. This is especially true when Radiant Elemental is in play.

I am debating on putting a couple of Wild Pyromancers in the deck, but I'm not sure what to remove. I have another version of this deck on my phone that uses Extra Arms on Wild Pyromancer to help deal with pesky lingering problems and early threats. I usually wait until after a board clear from my Auchenai Soulpriest before I start developing the Questing Adventurer. It's kind of like a fun chess match when it comes down to deciding when to finally drop the first Questing Adventurer.

Mirage Caller, like Power Word: Replicate, and Vivid Nightmare, is supposed to be used on the Questing Adventurer, but in a tight spot it can be handy to get an extra spell discount, an extra card draw, or an extra Lyra activation. Also, if you like the direct-able damage from Auchenai you can replicate a 5/5 version. It's not a great play, but it's better than nothing when you're fighting for board control. In a previous version of this deck I also ran Shadow Ascendant. It's a great card to upscale and replicate, but it didn't have the immediate impact on the board that I like, so I took it out of this build.

Lyra the Sunshard is truly epic when a Questing Adventurer is in play with a faithful Radiant Elemental along for the ride. Endless fun with spells and buffs can be had. I've also been getting some good results running Psionic Probe. It only costs 1, and adds another usually useful spell to my hand that can be used to buff the Adventurers, or trigger Lyra.

Giggling Inventor is a great stall card, and, if I have no other options, I can Power Word: Replicate one of the Annoy-o-Trons to generate an additional 5/5 with taunt and divine shield. I am considering running two of these, but anti-Giggling Inventor tactics have been cropping up lately, so maybe it's best to just run 1.

My sorry excuse for a Mulligan guide:

I tend to look for 1 Circle of Healing, Radiant Elemental, Northshire Cleric, Questing Adventurer(/obv)s, andPower Word: Shield in my opening hand. I don't like to have 2 Questing Adventurers because I don't want to run the risk of playing and losing them both before I get a chance to replicate them. I like Shadow Visions in my opening hand if I also have a Radiant Elemental and a Questing Adventurer as well. 

You need to be mindful of which minions you play and sacrifice because I have also decided to toss in 2 Eternal Servitude. These help me recover useful minions at key moments. Questing Adventurer would be the obvious choice given the number of buffs and cloning options I'm running, but there are other minions that might be worth reviving depending on how the game is going. I was hesitant to put this card in because a lot of the minions I'd want to revive are less than 4 mana, but I think the fact that it's a spell that can be discounted, used to generate a minion on board, and trigger Lyra the Sunshard makes up for the fact that I'd most likely be not technically getting my full mana's worth out of the card. This deck stalls when it loses minions on board, and I'd gladly pay 1 mana to revive a card that will eventually be the new host from which my entire army is cloned.

I have noticed some weak spots of this deck. Being a rank 15 player and all, I'm used to losing, but when everything works, I have to just smile as I develop clone after clone of Questing Adventurer, and the opponent feels suddenly very behind on board, and pressed for time.

If I face a tempo mage or a healing tempo warlock I try to hard mulligan for Auchenai/Circle because I usually can't compete with them using my early game minions+buffs alone. I've done really well versus Druids, Warrior, non-odd Rogue, other Priests, and Shamans. Tempo mage w/secrets tends to screw up this deck's flow pretty bad. Also, Hunters with their Venomizers and Spider Bombs tend to counter this deck pretty effectively. Warlock, with it's endless supply of board clears, can also be a problem as well for sure. I'm currently trying to brainstorm effective measures that can be taken to deal with these weaknesses. 

Anyway, I've never seen a deck like this on this or any other Hearthstone site. So try it out, let me know how you do, you can blame me if you go on a terrible losing streak with it. I just want to spread the word that Questing Adventurer is a force to be reckoned with in Priest with all of their new tools. I think something along these lines might just possibly be competitive one day, but I'm not sure what the deck needs exactly.