[s12] Aluado's Legend Priest
- Last updated Apr 7, 2015 (Blackrock Launch)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6560
- Dust Needed: Loading Collection
- Created: 2/28/2015 (Undertaker Nerf)
- AluadoBRA
- Registered User
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- 5
- 7
- 29
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Battle Tag:
Aluado#1356
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Region:
US
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Total Deck Rating
198
Hello! First of all, thanks for all views and likes in my deck!!
Second, this is an old deck (from before BRM).
I recommend you to see this one, if you're looking for my deck on season 13.
http://www.hearthpwn.com/decks/223837-s13-aluados-control-priest
This is a adaption for the current meta of the deck I used for reaching legend rank in three days in season 11 in NA server.
I'm climbing ladder right now, and the atual list is probably the one that i'll use 'til legend, with some tech cards.
About the deck.. Basically, it's an anti-meta Priest.
You usually wins by overdrawing your opponent, since he will runs off steam faster than you.
It's a 'play to not lose' gameplay. Try to keep your opponents board always clean, and you probably will win. Play slowly, analyze the benefit for a more aggro approach on your moves, analyze the benefits for a control move, and then act.
Mulligan/How to play:
Mech Mages/Hunters Face -> Mulligan for Zombie Chow, Wild Pyromancer, Power Word: Shield, Northshire Cleric. Do not keep Auchenai or Injured Blademaster if you don't have Circle of Healing. Keep Sen'jin Shieldmasta if you have coin. Against Hunters Face, use the Explosive Traps in your favor to draw a lot with Circle of Healing, and be aware when you drop Auchenai, since you will not be able to use Holy Nova or heal yourself. Against Mech Mages, try to catch Mirrors Entity with Zombie Chow so you can kill right after healing yourself, and be aware of Antonidas (Mind Control it or kill with SW:Death). In those matchups I usually preffer using Circle of Healing with Auchenai instead of Blademaster, since my Auchenai dies easily and I can heal myself back, but it will depend on your board AND hand. Try to steal key minions with Cabal Shadow Priest, such as Mad Scientist and Mechwarper. They both are easy matchups, in general.
Druids, Paladins, Hunters Mid-range -> Mulligan for Injured Blademaster and Circle of Healing, Vol'jin, Sen'jin Shieldmasta, and the usual Power Word: Shield and Northshire Cleric. You should keep Wild Pyromancer against Paladins Muster of Battle (use with Holy Nova after Quartermaster). Against Druid, try to kill everything in board, Blademaster+Circle in turn 2/3 means winning. Ysera has a lot of value against Druid too. Just don't let him overflow the board and you're safe. Loatheb gives you a extra turn to heal as well. Against Paladin, destroy their minions with Wild Pyromancer, kill the big threats trading, don't put too many minions on board, steal Tirion, wins. Try to adquire the board before a Paladin drops Tirion, since most of them runs a Harrison too and will wait until you steal Tirion to use it, so even if he kills Tirion and use Harrison, his turn is over. Hunters Mid-range arent a big problem, just be aware of Savannah Highmane after turn 6, Unleash the Hounds and Freeze Traps. Basically wins the board, wins the game. Be aware of the new Feign Death Hunter. If he drops a Harvest Golem, you already now that he has it and probably will use in Savanah/Sylvana.
"Tempo" (Control) Mages -> Against the 'new' Mage that is very popular atm, you mulligan basically for Zombie Chow, Northshire Cleric, Wild Pyromancer, Power Word: Shield. Try to use cheap spells (PW:S, Naaru, Coin) to burn Counterspell and gain tempo. Try to activate Mirror's Entity with weak minions. It's not a hard matchup, but you'll need to draw and play correctly.
Warriors, Freeze Mage and Mirror Matchs -> Mulligan for Injured Blademaster and Circle of Healing, Power Word: Shield, Thoughtsteal and Northshire Cleric. You can keep Vol'jin if you want, because he can do a huge tempo gain. Draw as much as you can, so you can aswer Alexstrasza with 2x Light of the Naaru and Shadow Word: Death, which will give you a removal, 6 heal, and a 3/2+1/2 on the board. Try to trade with Dr. Boom, so you can keep your Mind Control for Grommash or top threats (Sneeds, Ysera, etc..) that will come later in game.
Against Freeze Mage, Loatheb is an amazing card, specially when the board is crowed with your minions, stopping a Flamestrike or Frostnova + Doomsayer, or with a Shadow Word: Death after Alexstrasza. Try to steal Acolyte of Pain with Cabal Shadow Priest so Warriors and Mages will have their games slowed a lot.
Rogues -> Mulligan for Zombie Chow, Sen'jin Shieldmasta, Wild Pyromancer, Northshire Cleric, Auchenai Soulpriest, Circle of Healing, Holy Nova, Loatheb. Rogues are a big problem for Priests, since they do a lot of damage too fast and we need time to heal, so try to burn their Sap with early minions. Never put a lot of minions on the board if the Rogue have high attack on his weapon and havent used Bladeflurry yet. Try to play healing your self while battle for the board. If you can, start agressive, so rogues will get low value from Blade Flurry, Tinker's Sharpsword Oil and even their Preparation. Be aware of Sap when droping big minions and Injured Blademaster + Circle of Healing. Try to exhaust their resources fast, so they will lose because they will not have any other win condition (if you ever played Control Warrior against the Oil Rogue, you know what i mean). It's a hard matchup, but not impossible.
If you're have trouble with a specific matchup, post something and I will try to help.
Tech Cards:
The tech cards should took the place of one Thoughtsteal.
Shadow Word: Death -> I don't recommend two SW:D because heavy and slow Control decks are not so popular these days. But, if you are having trouble with them, you can use a second SW:D (instead of Holy Nova, i suggest, except if you're having trouble with Paladins).
Big Game Hunter -> Same as SW:D, but in that case, just use BGH if you're facing A LOT of Handlocks or Ragnaros. Big Game Hunter misses some threats that SW:D can kill (like Sneeds, Kel Thuzad, Tirion, etc..)
Earthen Ring Farseer -> Why? Because it have amazing effect with Auchenai, can heal you against aggro, and its a good body on turn 3.
Harrison Jones -> The 'fashion' card of the last seasons. Why i don't use it as a staple? Because I have a bad winrate against Rogues even with Harrison, and Paladins and Warriors are not a big problem. But, if you are facing a lot of Rogues and Warriors.
Kezan Mystic -> Amazing card against those Control Mages that are around there lately. It works against Mech Mages and Hunters as well.
Velen's Chosen -> Its a good card, but i took it off because many times i was like.. three turns with a dead card in my hand because i have better drops/plays or don't have a minion to use it.
Tech cards that i don't recommend using: The Black Knight (Why?), Shadow Madness (Too slow against aggro - Wild Pyromancer do a better job), Dr. Boom (I GOT THE BEAST IN MY SIGHTTT!!!).
Replacements:
Ysera for Sneed's Old Shredder or Troggzor the Earthinator - Both good threats and are off the range of BGH. If you don't have any of them, use Ragnaros the Firelord or Dr. Boom. In case of any, a second Mind Control.
Sylvanas Windrunner for Harrison Jones or Gaslowe or Toshley. They all have different functions, but are good cards. Gaslowe synergys well with your spells, and Toshley is an amazing body and effect for it's cost. If you don't have any, a second Cabal Shadow Priest or a second Sludge Belcher can be used.
Vol'jin for a second Shadow Word: Death. If you cant have a removal and a threat in the same card, you keep the removal. Quite simple.
For more replacements, just post what you don't have and what you have and I answer you.
Here's a video of the user EvilQoo playing my deck (before update) against a Mech Mage in the early ranks.
If you have any doubts, please ask! I'll try to answer as soon as possible.
See you!
Update 17/03/2015: -1 Holy Fire, -1 Velen's Chosen, -1 Holy Nova, +2 Zombie Chow, +1 Lightbomb. Shorter deck and most effective against aggro AND control, since Zombie Chows provides better early and Lightbomb owns control.
Update 06/03/2015: -2 Zombie Chow, -2 Dark Cultist, -1 Sludge Belcher, +1 Holy Smite, +1 Velen's Chosen, +2 Sen'jin, +1 Vol'jin.
Update 03/03/2015: I got a lot of views in these 3~4 days, so i decided to rewrite the guide with more precise information, tech cards and stuffs.
Update 02/03/2015: I changed one Cabal Shadow Priest for Loatheb, because i'm facing A LOT of Druids and Rogues in the early ranks. You can use Antique Healbot if you don't have it.
The point is that Naaru can be used on Blademaster, to deal damage (Auchenai), to cheap heal yourself and gives you a potential threat. Its very versatile.
I'm testing some modifications and you might like it, if you want two sludge. Will try to post it in a few hours.
But, you can take off one Thoughtsteal to put Sludge.
If you use Shadow Madness to steal Dark Cultist and just use the effect, its not a good play. You spend 4 mana to kill a drop 3 and get +3 life (which will make you fatigue probably). If you kill Injured (its hard to see a 4/3 Blademaster on the board), then your opponent played it wrong.
The best use for Shadow Madness in my opinion is against Warriors, since they really need their acolytes/unstables. But Warriors on top ranks never drop acolyte w/o whirlwind/deathsbite, so it loses some value.
Against Rogues its good too, since they use some minions with 3 HP. Anyway, just not worth having it for unique situations, IMO.
First you play slowly and not you put pressure? Sorry, put you put pressure on a ANTI-AGGRO Priest playing slowly? That's don't make any sense. lol
Handlock? if you are facing many, add Lightbomb and Big Game Hunter in the place of both Dark Cultist. It would be enough. If its demonlock, add Vol'jin and Holy Smite.
De nada! O único problema da Lightbomb é que pra um removal single/dual target ela é cara (e machuca seus minions) e contra aggro ela é MUITO lenta e, normalmente, acaba não matando muitos minions (Yeti, Snowchugger, Mechwarper, etc..). O maior valor dela vai ser contra Warlock mesmo - Nesse quesito anti-aggro é que entra o Dark Cultist (normalmente troca 2-1 e tem efeito), mas se der pra segurar sem ele, é bom trocar. Abraços!
I swapped Slyvanas with Cairne, it works well for me!
Its a good replacement, but i still preffer the other two that i recommended (Gaslowe and Toshley) because they're stronger against Silence, since the Priest doesnt have too much silence targets. But Cairne is a good board presence with a lot of value.
Glad that you liked it!
Hi,
First of all this is a great deck! I played 20 matches with it in the last two days and managed to get a 65% win rate.
Among the games I lost, 3 of them were against Mech Mages, but I won all four of my games against Hunter. So I'm not quite sure what's the problem there, maybe it's just my hand was particularly bad when I played against those Mages...
Besides that, the stats have shown a really good prospective against the current meta.
Great job on reaching legend and thanks for sharing the deck!
Thanks!!
Well, against Mech Mages you should mulligan for Wild Pyromancer, activators (shield), Zombie Chow, Northshire..
If you can, drop Injured+Circle on turn 2/3. Try to always be prepared for a Annoy-o-tron and try to clean the board before turn 4, so Mages can't drop Blastmage.
In other words, try to stay alive as much as you can. If you get the control of the board, drop Loatheb. Its not a good idea wait for Antonidas to drop him, since you may lose until there.
ATM i'm working on some modifications for a faster (and stronger) start, since IMO dark cultists are not really doing the job.
Probably will update tomorrow, if i got some time do test on ladder.
First of all, kudos for getting to legend with a Priest deck.
This seems to be a very solid deck against aggro, but I would like to see some stats against control. I'm using a Priest too, and I was having a lot of trouble against midrange-control (Pally, Warrior, Handlock). I found a solution cutting out some anti-aggro cards (as I feel I have enough of them to win against aggro anyway with Holy Nova, Wild Pyromancer, Aurchenai+Circle, etc.) like Zombie Chow and Light of the Naaru to include 2 Shrinkmeister and combo them with Shadow Word: Pain (2), Shadow Madness (2) and Cabal Shadow Priest (1). That way you can actually steal their threats, like Ysera, Sneed's or Antonidas (plus Mind Controlling the big threats). I would like to hear your thoughts about Shrinkmeister, as you clearly have a lot of experience with Priest.
Also, Voljin is a very nice removal not only with Holy Mite on turn 6+, but with Aurchenai on the field (turn 7+), Holy Nova (turn 10+) or Aurchenai+Light of the Naaru (turn 10+), I don't get why you don't include it if you say that your plan is to get your enemy to run out of resources. Could you expand a bit on that?
I'm in a hurry now, but I will try to answer all of your questions..
I don't like Shrinkmeister. One, because you will need more than one card to use it, so its a dead card in the early turns, and it's a weak body on mid/late game alone. Two, its because usually against Paly, Handlock, etc.. they already have the board, so using 6 mana to steal one minion (its hard to get a 2-1 with shrink+madness against those two classes) is not that good.
Stealing Ysera, Sneeds, Antonidas.. Is a good think, but again.. you will need 3 cards for that (two for ysera) and quite a lot mana, which reduces your room for other cards and options in the same turn. If you have the board, you can use MC, if you dont, a 8 mana play is amazing for stealing a threat, 2x 3/2 and 1x 4/5, but its very unique situation that hardly happens on top ranks (rank 3 - legend).
I would like to have Madness+Shrink in my deck, they're good, but i dont have room for both of them (and they usually are only good together). You can use them instead of Dark Cultist, but you'll lose a lot of board presence, since Shrink dies to a drop-1 and Madness is conditional, and you'll be having more trouble against aggro, who are infesting the metagame.
About Vol'jin, i actually have two priest decks (the one listed, and one with 2~3 changes) and i switch them according to the meta.
The second one have + vol'jin, holy smite, velens chosen (testing) and - 1 zombie chow, -2 dark cultist. Its working fine, against aggro and against control (even against paladin, who usually is a hard matchup for my Priest).
I didn't updated the list because i need more testing with it before posting, but i think its better, since dark cultist isnt doing its job against mid-ranges (damn those piloted shredders) and we have a lot of mid range decks out there.
Thanks for the questions! Please reply, so we could improve the deck!
Interesting deck, very similar to mine... i'm trying velen's choosen right now, i don't have a solid opinion about it yet... what do you think about that card? Sometimes you can do some really good trades and it also works as a pyro + nova effect ...
Actually, can i add you on hs so i can watch some of your games? That would be nice :)
*EDIT* Acabei de perceber que tu é brasileiro também, lol
Hahaha, e aí cara.. beleza?
O problema do Velen's Choice são dois: Silence e Removal. Você tem poucos alvos de silence no deck (Priest em geral não tem muitos) e se você bufar um minion mais forte, ele tomará removal.
Em geral, vejo o pessoal dando Velens em Northshire no early game, o que torna um drop insano.
Em relação ao Holy Nova, acaba se tornando uma jogada MUITO lenta, e não vejo a necessidade de um holy nova de 4 de dano (shredder, muster+quarter, etc.. em geral tem apenas 3 de vida).
Talvez retirando um Dark Cultist ou Thoughtsteal ele seja bem viável, afinal, contra aggros um drop 1 zombie + drop 2 coin e velens é praticamente um auto-win.
Vou testar hoje, depois posto algo aqui! abraços
Opa, pode assistir sim, Aluado#1356 no servidor das américas!
Yes, i'm testing the deck w/o Dark Cultist AND Chows ATM and running one Velen's Chosen as a replacement of one of the Cultists. Looks good, specially against Druids and Paladins.
Will try a bit more and see what happens.
Why not replace zombie chows with light bombs
Because there are more aggro decks than control decks, and Lightbomb don't have great effect against aggro. We don't see Handlock anymore. But you can add a Lightbomb if you're facing a lot of strong controls, the problem is that is pretty much slow and you will need a Circle to heal your own minions, and it doesnt kill many big 'fashion' threats (Ysera, Sneeds, Kel Thuzad, etc..)
Congratulations for getting on hearthpwn's main page.
Guys, I got rank 3 to 1 last season with this deck. The only reason I didn't get to legend was that I ran out of time. Deck works amazingly well right now. You just need to mulligan properly and get a little luck when thoughtstealing against control.
Doesn't work without all the legendaries, and you need to have a PHD in physics to win with it
It should work...
Sorry, my english is not that good and maybe its because of that, but.. i didnt get your comment. You're saying that you need tons of legendaries to work like other control decks out there? I not saying that those decks are bad, pretty much the opposite, but you don't need all of them, specially in a anti-aggro deck. If you're trying to play without ANY legendaries, you can, but it wont be as good as the list.