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Aggro / Mid-Range Buff Priest

  • Last updated Jun 12, 2019 (Rise of the Mech)
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  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Priest
  • Crafting Cost: 4980
  • Dust Needed: Loading Collection
  • Created: 6/12/2019 (Rise of the Mech)
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This is based on Trump's aggro build, but found the deck suffered without perfect draws and needed more mid-game and backbone; enter the giants.

Sea Giant makes sense due to the zoo element of the deck, and you're likely to be playing Grave Horror on <6 mana due to the number of spells cast (especially if you can get Test Subject rolling). 

Silence, Mass Dispel and Forgotten Words takes care of awkward targets (Zilliax, large Scavenging Hyenas, etc.) or buffed boards (Mech Hunter / Token Druid) allowing you to punish greedy players or regain board control.

Bwonsamdi, the Dead remains in the deck for mid-game fuel but also to remove the chaff from the deck, resulting in more reliable draws for spells and giants. It can also help you find the Test Subjects if they are being elusive.

The deck's not meta breaking but it's a whole bunch of fun! I've been playing around rank 7 with it and finding it competitive against most meta decks (Hunter's are the worst match up I've found).

Test Subjects: This probably sounds obvious, but play your spells on these guys. Extra Arms + More Arms! is the very best due to the duplication of More Arms as a result, and Power Word: Replicate is very, very good on a buffed TS. Don't be afraid to go big on them either, unless you're afraid of Saps or Silence. Don't play them unless you can buff them, even without another 1 drop as an option. A 0/2 is a is easy to remove in any turn and you won't get anything out of the card.

Giants: Try and get 2 on the board, 1 of each. Try not to buff them with the arms, and don't use Power Word: Replicate on them unless in a pinch (a 5/5 giant is inferior to a 5/5 squire, TS, Magic Carpet, etc.). Go to face when possible, as they're a threat which has to be dealt with, and forces your opponent to trade.

Magic Carpet: Play on turn 3 or 4 if in hand, and buff to make it big and dangerous. DS/IF combo is excellent on a Magic Carpet. They're still good late game, but best after the Bwasandi turn.

OTK: Try and hold at least Divine Spirit and Inner Fire back for the OTK opportunity (unless you get a TS to use them on). Ideally you'll get to mid-game with 2 giants on the board which are awkward to remove, and being able to deliver a 14/16 damage hay-maker is game winning.

Against Warriors: In early game try to only buff Mecharoo and Test Subject due to Dyn-o-matic jankyness. Draw out the Shield Slams early if possible to keep your giants alive and resist the temptation to go wide with 1 drops.

Against Rogues: Bait out the saps early, even if you lose a buff as a result, it's worth it. Buffed argent squires are great early game against Rogues.