Legend Rank Moonfang + Al'ar Rez Priest (9-5) -...
- Last updated Jan 23, 2021 (Darkmoon Races)
- Edit
- |
Wild
- 12 Minions
- 17 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Resurrect Priest
- Crafting Cost: 12600
- Dust Needed: Loading Collection
- Created: 1/23/2021 (Darkmoon Races)
- Supersenter
- Registered User
-
- 3
- 11
- 20
-
Battle Tag:
Supersenter#1293
-
Region:
N/A
-
Total Deck Rating
154
This is a Rez Priest list which utilizes some interesting cards such as Moonfang and Al'ar. This deck is super fun to play, having 4 Moonfangs on board is very tough for people to deal with. Surprisingly I went 9-5 with the deck in legend ranks, 5000-7000 or so. Below is a full guide to the deck explaining how to play it, match-ups, and mulligan options. I am also a streamer and legend level player, check out my stream if you enjoy watching hearthstone players :) (https://www.twitch.tv/supersenter). Also, below is a video of gameplay on my Youtube channel.
Deck Overview:
This deck is fun and can definitely win games, but I don't expect it to dominate ladder or anything. With that said, I have seen success with it in legend rank, so maybe it's solid.
The early game goal is to survive, then in the late game the deck starts to snow ball with rezs, and grave rune. The deck has so many ways to win, every minion can basically control the game (even Al'ar). In the late game you are looking for value plays, and to hit grave rune on impactful minions like Moonfang, Al'ar, Skeletal, Catrina, or Blood.
Mulligan Guide:
In almost every match-up you are looking for early control, a 5 drop minion, and insight/palm reading
Always Keep: Penance, Breath of the Infinite, Palm Reading, Convincing Infiltrator, Moonfang
Demon Hunter/Hunter: If you can survive the early game, you should be good against demon hunter. They have no way to deal with repeated minions, and then just slap an Apotheosis on something and win. If they are aggro, then your goal is to target the Khartut Defender with Grave Rune. They will concede.
Warrior/Paladin/Warlock/Druid: Repeated Moonfang/Al'ar is tough for them to deal with due to the lack of silence. These decks will usually be control decks, so you should have time to play minions and grow boards. Play strategically, and use Grave rune in key situations, and you should win. Against Druid you should be sticking Moonfang, and looking for mass removals for their big minions. Against warrior you should be trying to steal Rattlegoreif possible.
Priest/Rogue: Rogue is a really tough match-up if they have sap. If they don't have sap, then you win. Priest has great tools to deal with minions, so play around those removals. When they're low on cards, if ever, then you should push for the win ASAP.
Mage/Shaman: These are tough match-ups because Devolving Missiles can basically ruin your whole game plan. There is a lot of OTK mage right now, and you will likely lose against that 100% of the time honestly. If it's highlander mage, then you are pretty favored.
Card Choices:
Most cards in this deck are very obvious, they’re part of the original rez package. I'll explain my fun additions below:
Insight: Great tool to draw strong discounted minions. This is very important because it allows you to combo your minions with Grave Rune, etc.. Always try to corrupt this before playing, ideally with Palm Reading or Breath of the Infinite. Combo a 1 cost Insight with Archmage Vargoth has proven to be quite strong early.
Palm Reading: Solid all around card that discounts important spells, corrupts Insight, and allows you to discover a situational spell. Target Khartut against aggro and you win. Hit Al'ar and win.
Grave Rune: Just an insane card in this deck. Having Archmage cast this twice in a turn is an easy win. If they have no silence, then you win. Target Khartut against aggro and you win. Hit Al'ar and win. Can very easily swing games in your favor.
Moonfang: This card has proven to be very strong. So few classes have multiple hard removal options, so if you can summon multiple Moonfangs, then you generally always have one alive. Try to hit Moonfang with Apotheosis, and you will constantly be healing big every turn.
Al'ar: Half meme, half a card that has actually won me games on it's own. What I can say is that if you can consistently rez Al'ar, and get several on board then you will probably win. It's a great card against Warlock and Paladin.
Resurrect Priest is suprisingly strong atm @ Legend (5K EU) cause of Ramp Paladin.
I changed Galakrond for Sphere of Sapience.
If you loose, you would loose anyways, doesnt matter if you have Galakrond in your Deck or not. I never was a huge fan of Single Galakrond and atm there is no Matchup where it is usefull. All Decks are agro, OTK or "You'll die if you have no answer" .
But Sphere is super good cause this Deck is kinda Combo Deck, you rly need the right peaces in the right moment, so its a huge upgrade if you draw sphere early in the match.
And i changed Al'ar for one Hysteria.
Isn't playing Soul Mirror a bad idea if you are trying to resurrect minions?
There's always a chance of having minions on the other side of the board that you end up killing with Soul Mirror now die on your side of the board and then you end up resurrecting some 3/2 minion over and over.
Yeah, I'm sure you can hold off on using Soul Mirror until later, but at some point you have it use it when you need to.
should try to fit in a runaway blackwing, apotheosis applies to the end of turn effect and has great board control... especially if you are using this deck as I am, to hit new achievements.
Thanks for the suggestion, I'll definitely test it out.
How is Plague of Death vs Soul Mirror? Won't adding Soul Mirror minions to your res pool kinda muck it up? Or does having it online 2 turns earlier outweigh that?
I'm not 100% sure on this. It definitely can dilute the rez pool, but it is very nice getting it earlier. I'm testing cutting it, in favor of more rez/fun tools. Then I will put more of a focus on discovering control cards if theyre needed.
Galakrond in the deck without any Invoke cards? Quite bad..
Galakrond is basically just a staple in any Priest deck that can go into long games. The value generation on the random minions is crucial late game, and also 5 Health + kill a minion is solid.
I was just looking at your profile, and literally every single one of your comments you've ever mad is negative and downvoted. Try to live your life with a little more happiness dude.
Galakrond can easily fit in Priest without the full invoke package. It has one of the weakest Galakrond effects fully invoked but one of the very best hero powers so it is more than viable to put galakrond in alone without the package when it comes to priest.
If you're going to have a moan at least understand what you're talking about first, eh.
Legend must be way different from D5 because I'm struggling to find a good matchup other than aggro (if you outlast hunter, aggro dh or stealth rogue's initial burst damage they have no answers). Vs tempo or control I'm getting demolished, just had a highlander mage devolve, sheep and zephrys hex my first 4 minions and gg.
Yea legend is mainly control. In my experience D5-Legend is mainly aggro because people are trying to hit legend as quickly as possible.
instant loss on latter,agroo runs over it like nothing.
Not much aggro in legend ranks where I've been playing the deck. I'm 16-12 overall now with it, so it is performing decently. If you're constantly playing aggro though, then just don't play this deck. Different ranks have very different match-ups.
I made a few slight changes to this deck based on greed (more Moonfangs = Profit :D), and not having Al'ar. It's been a TON of fun to play, but I can certainly see some issues. If it weren't for RNG, there are at least two games I would have lost hard.
i have more defence on my normal res priest and agroo still runs over it.
u have to be lucky on ladder if u start at round 5 with minions.
often u are dead at round 6.
Yea I just have Al'ar for the memes, and it's fun in the deck. I've been thinking about Psyche Split though because it's OP if you can hit a minion with grave rune and psyche split.
Looks interesting. Im going to try this
Edit: why do you have galakrond with no invokes
Short answer? Value. The hero power can give you some amazing replies to your opponent if the RNG is good, or just sticky, hard to deal with minions otherwise. It's also a great single target removal.
Galakrond is basically just a staple in any Priest deck that can go into long games. The value generation on the random minions is crucial late game, and also 5 Health + kill a minion is solid.