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Quest APM Boar Priest

  • Last updated Jan 16, 2019 (Level Up Nerf)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Quest Priest
  • Crafting Cost: 7360
  • Dust Needed: Loading Collection
  • Created: 1/10/2019 (Level Up Nerf)
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  • Total Deck Rating

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Hello guys!

I have loved the Topsy Turvy APM Boar Priest from the moment I first saw it, and I've tried a lot of different variations over the time, but here is the one that I have had the most success with. What I love most about this archetype, is that not only it requires skill to survive until combo, but it also requires skill and speed to pull off the combo against different boards. With this exact version, I am now sitting at 65% winrate (35 wins / 19 losses) going from rank 15 to 9, and I really think that this deck can go much higher too if only I had time to grind enough.

The name of the game is stall until they fall. You will get the quest completed pretty consistantly, and you have lots of board clears to make sure of that. Early game you will be looking for Dead Ringers, Loot Hoarders, Bloodmage Thalnos and Doomsayers. 

Pulling off the combo:

What you need:
- At least 9 mana.
- 2 Radiant Elementals + 1 Vivid Nightmare OR 1 Radiant Elemental + 2 Vivid Nightmares
- Test Subject
- Boar
- 1 or 2 Divine Spirit
- Topsy Turvy

 

Pulling off combo:
First you play 2 radiants (or 1 radiant + 1 vivid nightmare), test subject and a boar. Use Divine Spirit + Vivid + Topsy Turvy on the test subject two times (second time you will be getting back 2 x Divine + 2 x Vivid + 1 x Topsy, if you had 2 divine spirits to begin with, start putting them on boar after the first cycle, never stack more than 2 divines on test subject) . Use both Divines on boar, then vivid 1 radiant and then test subject once again. Again use both Divines on boar (making it 1/16), and if opponent is below 48 HP/Armor, you can also just topsy the boar and make two copies with vivid nightmares for 48 face damage. If he has more, or has taunts, use all but one vivid on the boar and hit 1/1 boars to taunts. Use the final vivid on test subject and topsy it again. Now you should have enough damage to finish off your opponent, but if you’re still short just run the combo one more time (be vary of your hand size, if you have any other dead cards left in your hand, you have to use all vivids on boars and just use the topsy on your final test subject, so that you don’t lose topsy by having too big hand).

If you're unfamiliar with how the combo works, there's a detailed step-by-step explanation inside the spoiler-tags.

How to deal with Hunter secrets:

Because there are currently a lot of Hunters in the ladder, I decided to add special guide for how to deal with their secrets. It may feel overwhelming to start pulling off the combo against hunter with a board full of secrets, but actually it isn't that hard if you just know what you're doing. TIP 1: Against Hunter, it is pretty much mandatory to play the combo with 2 radiants + 1 vivid, and 10 mana, because after you trigger the Explosive Trap, the Vivid Nightmare copy will die, but the orginals won’t, so you will still have 2 radiants alive and 1 extra mana to make 3rd radiant again. TIP 2: Be careful about Snipe, it's good to play Omega Medic (or some other non-combo card) one turn before combo, if you're unsure if they have it or not. TIP 3: Try not to play 3 cards in one turn, so that you will not trigger Rat Trap, unless it's absolutely necessary and you know you can still survive the next turn with the 6/6 on the board.

If this gets enough likes, I will probably add tips against other matchups too, until that have fun with the deck :)