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Odd Priest

  • Last updated Dec 26, 2018 (Level Up Nerf)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Priest
  • Crafting Cost: 7820
  • Dust Needed: Loading Collection
  • Created: 12/25/2018 (Level Up Nerf)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    7

View 5 other Decks by ThatsTowelie
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Gameplan:

This is an anti-aggro deck that doubles up as a combo priest late game.

It can beat aggressive decks thanks to the abundance of taunts such as Tar Creeper, Stonehill Defender, Rusty Recycler, Witchwood Grizzly and Rabble Bouncer as well as AOEs like Holy Nova, double Mass Hysteria and Psychic Scream that can punish opponents that go all in on the board. The buffed hero power helps keep your minions healthy to keep board control or it can heal yourself out of the opponents burst reach.

Some of minions in this list may appear clunky at 1st glance, but keep in mind that this is a Master Oakheart deck, so you when you play him you should get a 2/7 or 2/6 taunt (unless you drew both your Rabble Bouncer and your Rusty Recycler), alongside an on average decently sized minion for the 3 attack slot (anywhere between a Witchwood Grizzly, a Snapjaw Shellfighter, an Ornery Tortoise or, if you low-roll, a Void Ripper) and a 1 attack minion that isn't that relevant (although you can high-roll and get a Tar Creeper or a Stonehill Defender).

These Master Oakheart pulls can give you a taunt wall that's tough for aggressive decks to deal with (remember that if you get Snapjaw Shellfighter it is summoned next to the taunt so it adds an effective extra 8 health to it), and plenty of high health minions that you can use as a win condition against slower decks thanks to the burst potential of Glitter Moth when comboed with Void Ripper. You can see that combo in action in this video at 4:24:

Mulligans:

Always keep any of the 1-drops, as well as Ornery Tortoise or Stonehill Defender.

If you're going 1st the ideal hand has two 1-drops and a 3 drop, and if you have coin two 1-drops and one of the 3-drops I mentioned, or a 1-drop and two of those 3-drops.

Vs Aggro

Here you'll also be looking for Tar Creeper to lock down the early game, and Mass Hysteria or a Holy Nova to clear the board midgame. If you already have a 1-drop and a 3-drop you can keep Rabble Bouncer too.

Vs Control

Since you don't have to worry about getting out-tempoed as much you can afford to keep Void Ripper and Glitter Moth so you can have access to your burst asap, as well as Master Oakheart to pull out high health minions you can combo with.

How to use Glitter Moth:

Vs Aggro

 In these matchups you'll win more often than not by just buffing a taunt or even several taunt minions to +10 health and crushing their board. The only way for an opponent to comeback in these spots is to have hard removal handy, which isn't that uncommon since cards like Vilespine Slayer, Hunter's Mark, Sunkeeper Tarim or just silence do exist in the meta, but you'll play so many annoying high health minions over the course of the game that there's a good chance the opponent will have used these outs by the time you Glitter Moth your taunts to stabilize.

Vs Control

In the ideal scenario you just Glitter Moth into Void Ripper while you have a full health Witchwood Grizzly and Rabble Bouncer on board and kill your opponent, but a lot of the time you have to work with weaker stats or you can't even get your minions to stick on the board a single turn.

In these trickier matchups, against Odd Mages with Dragon's Fury and Flamestrike for example, you might have to play a Glitter Moth (or even two in the same turn late-game) before you're ready to combo just to protect them from dying from an impeding AOE, then follow up the next turn with 2nd Glitter Moth and Void Ripper to finish the game.

The problem with this is that it gets punished by single target removal on your biggest minion, like Voodoo Doll for example, and the rest of your board may live but they're not good enough to end the game.

There's no easy solution for this, you just have to keep track of which removal and AOE they've already used and play the odds. In these matchups Snapjaw Shellfighter can help protect your minions from getting AOEed down, but be sure to place it next to minions you want to keep alive and healthy! Remeber that leaving it adjacent to a 1-drop is really bad since you don't usually want it to tank damage for it, and it allows your opponent to get a good trade on Snapjaw Shellfighter if they have board presence.

While facing Odd Warrior you face a similar issue of balancing AOE risk from a Brawl while also not wanting your minions to be cleared by weapons and enemy minions. Many games you are forced to use both Glitter Moths to be able to get through all the armor, and those games will be decided by whether you baited Brawls earlier on, or if the warrior drew them at all.

Thanks for reading my guide! I hope you enjoy the deck if you decide to try it out <3 I'll leave you with a video on how you can navigate a control matchup to a win as well as a link to my stream where you usually see this deck in action!