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Wall Priest

  • Last updated Apr 24, 2019 (Rise of Shadows)
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Wild

  • 11 Minions
  • 19 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Combo Priest
  • Crafting Cost: 7680
  • Dust Needed: Loading Collection
  • Created: 3/19/2019 (Level Up Nerf)
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  • Battle Tag:

    Lukasao #2968

  • Region:

    EU

  • Total Deck Rating

    62

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Wall Priest Mulligan Guide

Wall Priest is a very slow deck with minimal card draw available. This makes it essential to look for key cards in your mulligan in addition to any early-game cards you can find.

In all matchups, you should look for Northshire Cleric in your opening hand. Tar Creeper can also be kept if you already have a Cleric.

Against Aggro, you should also look to keep Tar Creeper, Zilliax, or Witchwood Grizzly. If you have either of the latter 2 cards, you can also keep a copy of Eternal Servitude.

Against Priest specifically, you can also keep a copy of Shadow Madness.

Against Warlock specifically, you can also keep a copy of Psychic Scream.

Wall Priest Strategy

The early game turns for Wall Priest are relatively passive. Against Aggro decks, you should look to contest the board using Tar Creeper and Northshire Cleric. Against Control decks, you should hold onto your Cleric instead, and save it for a turn you can immediately heal a minion to draw a card.

Once you start playing minions onto the board, your aim should be to gain control of the board by making as many favourable trades as possible. As the deck contains very little card draw, you should also use this opportunity to draw as many cards as possible using Northshire Clerics while healing your minions.

Going into the mid game, your priority should shift to playing a Witchwood Grizzly as soon as possible. Despite the card being very weak initially due to its effect, getting it on board quickly will allow you to use Eternal Servitude to bring it back to life as a 3/12 sooner. Alternatively, if your life total has been pressured heavily in the early game, or you just need immediate removal, Zilliax can be played and resurrected as an alternative.

If at any point you feel that you are under too much pressure from your opponent, the deck also has two powerful board clears in the form of Psychic Scream and Mass Hysteria. It is generally safe to make liberal use of these cards are you see fit, however, before using Psychic Scream, you should try to kill off any of your own key minions like Witchwood Grizzly or Mosh'Ogg Enforcer first to make sure they can be resurrected later in the game.

Going into the late game, the deck really starts to hit its stride. At 8 Mana, you can try to develop one of the deck's biggest threats, Mosh'Ogg Enforcer, but you should still be very cautious when doing so. With so many single-target removal options available from opponents, you should avoid playing it if you do not have board control and instead consider summoning multiple smaller threats like Witchwood Grizzly or Tar Creeper.

When you reach 9 Mana, it is almost never incorrect just to play Master Oakheart. The deck is constructed in such a way that Oakheart will always summon Mosh'Ogg Enforcer, Witchwood Grizzly or Zilliax, and Tar Creeper or Northshire Cleric. With this in mind, you should take note of which minions you have already drawn as the value of Oakheart drastically decreases if you draw all of your 1, 2, or 3 attack minions.

Similar to Master Oakheart, you can also flood the board with multiple threats by using Lesser Diamond Spellstone, ideally having charged it up with many spells earler in the game. However, before playing your Spellstone, you should take note of every minion that has died on your side of the board to get a better idea of what will be summoned. At the bare minimum, you should try to play your Spellstone at a time you are guaranteed either a Witchwood Grizzly or Mosh'Ogg Enforcer, but ideally summoning both.

With so little card draw in the game, Shadow Visions is an incredibly useful card that can aid your game play in many ways. As a general rule, you should try to save Shadow Visions until you have a clear idea of what card you need for your upcoming turns, such as a Inner Fire or Mass Dispel for your final combo. The exception to this rule is if you are likely to need an additional copy of Divine Spirit, where it is essential to play Shadow Visions before you draw both copies of Divine Spirit. If you do decide to play Shadow Visions prematurely, you will usually want to look for additional copies of Mass Hysteria or Psychic Scream against Aggro, an additional Divine Spirit against Armor classes like Warrior or Druid, or independently solid cards like Power Word: Shield or Lesser Diamond Spellstone.

When it comes to the final turns, the deck will usually win in one of two ways:

  • Against Aggro, stabilising on the board with a huge wall of minions through repeated use of Eternal Servitude and Lesser Diamond Spellstone will often win you the game.
  • Against decks capable of creating a bit more value, you will need to turn one of your high-Health minions into a burst damage tool to close out the game using Divine Spirit and either Inner Fire or Topsy Turvy. For this combo, you should also try to hold back a copy of Mass Dispel to enable you to get through any number of opposing Taunt minions for your final damage. Alternatively, if you are struggling to develop the board, Shadow Madness can be used to steal an enemy minion, such as a Voidlord or opposing Mosh'Ogg Enforcer, as the target for your final combo.

Wall Priest Card Swaps

Wall Priest is a fairly rigid deck due to carefully selected minions to synergise with Mosh'Ogg Enforcer. However, the spells are deck are somewhat flexible.

The most flexible spells in the deck are Psychic Scream, Shadow Madness, and Divine Hymn. Some alternatives you can consider are Silence, Shadow Word: Pain, and Shadow Word: Death.

Quick Tips and Tricks