+1
Favorite this Deck

WILD|Aggro Shadow Priest (63% G5->LEGEND)

  • Last updated Aug 17, 2021 (Incanter's Nerfs)
  • Edit
  • |

Wild

  • 23 Minions
  • 7 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Shadow Priest
  • Crafting Cost: 6180
  • Dust Needed: Loading Collection
  • Created: 8/17/2021 (Incanter's Nerfs)
View in Deck Builder
  • Battle Tag:

    PotOfDuality#11470

  • Region:

    US

  • Total Deck Rating

    48

View 10 other Decks by PotOfDuality
BBCode:
Export to

This deck has been made a few times but just detailing my personal changes to the popular list this came from. 117-70 from Gold 5 to Legend (34-9 G5-P1, 83-61 D-Legend).

Proof: https://ibb.co/vLgTnTt

So as a general crash course, the object of the deck is to SMOrc, but you knew that already. You must SMOrc strategically. What I mean by that is you have to put your opponent in situations that force them to choose between stopping you and developing. If they choose develop too many times, they lose. Voidtouched Attendant was slept on in early ranks, but they caught on to how powerful it was. Eventually I would just play in situations where I already had 5-8 dmg and now it's 10-13. There are three BIG inherent pluses that make you favored with this deck:

  • Being in a meta where pretty much everybody is doing nothing on t1 but playing a Quest, giving a much better chance that your first drop will be safe.
  • No one really has any devastating early game AoE to stop you, games were only 6 turns on average.
  • The 2nd best and most common matchup (Warlock 42-19) got nerfed and the 2nd most common matchup (Hunter 16-15) got nerfed too.

Out: 2x Bloodsail Corsair, Southsea Deckhand, Parachute Brigand, Ship's Cannon & Patches

In: 2x Fire Fly, Cult Neophyte, Encumbered Pack Mule, 1x Thrive in the Shadows, King Mukla, Traveling Merchant

A big reason that I made this list was not having Patches. Being short that one card eventually got me to thinking about taking out the Pirate package altogether. It's not that great unless you can get a popoff turn with the cannons and/or Parachute Brigand. Playing Bloodsail Corsair feels bad against non-weapon classes. Playing Southsea Deckhand in this always feels deflating because there are no weapons. The pirate package takes up a staggering NINE cards in the deck, It's simply not that good imo to justify nearly a third of the deck.

The nine cards I selected do a few things. They build stronger openings, confuse mirror matches and stall control.

 

Fire Fly is quite possibly the most debatable card here, but I do like its synergy with Traveling Merchant, There have been a few situations where your opponent is already struggling with your 2-3 minion board, and a 3 mana 4/5 or 5/6 isn't helping them much. Also good at pecking down 1/1's, and setting up for 3 mana trades with hero power. 

Pack Mules provide a much needed speed bump against Hunter, DH and Molten/Flesh Giants.

King Mukla is pretty disgusting on t2 with coin. If you're giving your opponent two bananas when they have no board, who cares? If he punches once he's done his job, and very often her survives as most classes can't deal with him before t3. Even if they do, that's mana they could've spent developing that they didn't. As long as you're in situation not giving your opponent a clear obvious play, it's a good power play.

Cult Neophyte is a good early keep to give the deck a little more time when it needs it most. I ususally play one early on and another right when they want to go off or finish their quest. You force them to spend to stop you instead of win. It's all downhill from there. It was most useful against Warlock, especially with them having to wait longer after nerfs.

Thrive in the Shadows straight up wins games. Yes, I prefer it over Shadow Visions, because it's thinning your deck. I'm not a control deck, I don't need to wait for that other copy. Gimme gimme right now. It feels good having 3-8 on board and just whipping 4-5 from deck for gg.

Traveling Merchant is a curious case. I do trade it pretty often, but that gives it value too. The situation must present itself to keep him (I'd keep with Fire Fly and/or Neophyte).

sidenote: Only 21 of these games were post-nerf (14-7) enjoy :P