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Priest

  • Last updated Apr 8, 2020 (Outland Release)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Priest
  • Crafting Cost: 7880
  • Dust Needed: Loading Collection
  • Created: 4/8/2020 (Outland Release)
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Right so this deck feels like it has the potential of getting a strong hold in the current violent shifting meta.

 

To start off Currently climbed from absolute nothing to silver 5 with no star bonus.

Started again after a few months so please keep that in mind.

 

I noticed that this really has answers or is close to every threat my opponents had. I have lost a few games but they were really close so I made a few misplays and learned from that.

The next few cards are really open for suggestion so if anyone can help sort things out that is appreciated;

 

This deck lacks draw so I added [/novice engineer] . This does feel clunky cause it will be removed super easy and is taking up a slot. I feel like the card is there to ease my mind for draw but this sets me back an answer I usually need.

 

I do opt for a [/acidic swamp ooze] and  [/Harrison Jones]. The latter provides draw and both are great for Demon Hunters with weapons. I have encountered only 12 Demon Hunters last night and lost 4 matches, all because of the weapon. (it either ruined my board or did the damage enough for lethal in the cases I lost). 2 of those matches I did not run the we peon removal and the other two I dd not draw it.

 

I feel that [/renew] is a strong choice and is replaceable with [/penance] but this is still under surveillance and not yet enough tested.

 

[/Murozond] helps with the relatively low dragon tag. It has not been an issue a lot for now although some were a bit close because I did not have a dragon in hand. Also it either sits in my hand and did nothing because of threating lethal or already holding the board OR it actually took the power swing of my opponent and provided me the win.

 

Playing has learned me the following;

 

[/reliquary of souls] this is a legit threat for the opponent, I have misplayed it by playing it in the first few turns so they can remove it or it shuffled only never to be seen again. If played with [Psyche Split] it sticks enough to heal the incoming damage and from there you can deal with the board and heal them as needed unless you face a really powerful turn which I noticed hasn't been that much. After all my opponents can have a really good hand and snowball really it is not impossible.

 

So, this is for now the quick write up and I will play test it a few more and write a more thorough guide.

 

I will keep track of my games what caused the win or lose.

Also more of a analysis of which classes I paly against. (mostly mobile so that is a bit of a dragg).

 

Any tips for readers or suggestions let me know.