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Death Priest

  • Last updated Jul 6, 2015 (Blackrock Launch)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3560
  • Dust Needed: Loading Collection
  • Created: 5/29/2015 (Blackrock Launch)
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  • Total Deck Rating

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Showed this deck to a few of my friends and they have really been enjoying it. Thought it was unfair for us to hog all the fun ;)

I just love Shadowform and also being evil. This deck is built around those two concepts. Most games, your win condition is taking your opponent to fatigue after you have killed everything he loves. 

Your most valuable card is Lightbomb; try to kill as many things as possible with it at once.

Some tips & explanations:

Save the coin - early Lightbomb/Holy Nova/Holy Fire can save you, especially if it's
unexpected. Also allows combo of 5 and 6 mana card on turn ten (such as the MVP boardwipe Holy
Nova + Lightbomb, or the heal/kill extravaganza Healgod + Holy Fire)

No Deathlord?? First off, Deathlord is mostly good versus aggro. However, it wasn't needed in
this deck, since there are a billion taunts and heals. Your worst nightmare with this deck is
that your opponent gets a big minion you can't immediately remove. If Control can kill your
Deathlord right off and pull Ysera, etc you auto-lose. Even aggressive archetypes (Hybrid
Hunter, Demon Zoo) run some big threats nowadays AND all expect turn 3 deathlord from Priest.
After extensive testing, I concluded that the risk/reward ratio from Deathlord was not
justified for this deck.

I replaced Deathlord withEarthen Ring Farseer- vs aggro, get heal and prevent counter to
Deathlord (Hunter's mark, etc), vs control you don't play Deathlord early anyways and you get
extra heal for when you go shadowform.

Total heal in this deck: 2x healgod (16), 2x Holy Fire (10), 2x Earthen Ring Farseer (6), 2x
Holy Nova (4) = 36. Also your hero power. Keep this in mind - it ain't over til the fat lady
sings. I've had games where I went down to 1 health and was able to get back up to 20+ and win
the game in fatigue.

Pretty much never will you play Coldlight Oracle on curve. He has 3 great uses in this deck
1) He gets your opponent to fatigue faster, while keeping your comparative card deficits equal
2) He can be used against people who don't want to play cards because they are scared of your awesomeness. Once you burn a couple of their guys they freak out and flood the board; this gives you a juicy Lightbomb target. Plus, you might burn your opponent's win condition.
3) Can be used as a great "hail mary" if you need a specific card to deal with your opponent's board. If you haven't seen a Lightbomb/SWD/etc all game and you NEED it right now, there's actually a pretty good chance that drawing 2 cards will get you a copy. Plus 3 mana is fairly cheap, so at turn 9+ you can play any card in your deck after oracle. However: don't play him until you see a good opportunity, otherwise you might just be helping your opponent.

Think about all the big threats in your opponent's deck and make sure you're holding the right
answers for them. You often have a lot of choices. Do you use Holy Fire + Mind Spike to clear
that Ragnaros, or Shadow Word: Death? If you choose wrong, you'll probably lose.

Note that if you're holding removals and have minions on the board, you'll usually want to play
removal over trading minions. But this varies a lot, depending on the matchup. There aren't a
lot of hard and fast rules for when to use what strategy.

This deck doesn't have a lot of bad matchups. However, it also doesn't have a lot of good
matchups either. Every game is winnable if you get the right cards and play them correctly,
every game is losable if you do something stupid or get really bad RNG.

Basic strategy: keep opponent off the board with kill spells, drop taunts whenever mana is
available. Try to make every card count, since you have nothing that can increase your card
advantage. Don't waste your really powerful cards - especially Lightbomb - until you're sure
you're getting the biggest possible benefit out of it. Let your opponent draw as much as they
want, and use Coldlight Oracle to keep yourself from running out of cards completely.
Eventually, everything in your opponent's deck will be dead and then he will also die. Just
about all the rest of the strategy is matchup-dependent. Let me know if you have questions.

FAQ:
Q: Why isn't x card in this deck
A: Priest has a ton of amazing cards; unfortunately, you can only put 30 cards into a deck.

-------UPDATES-------

Update 6: Guess there is another update. I subbed out Sylvanas for Big Game Hunter, since I felt like I was having to use Lightbomb to clear Dr. Boom more often than I'd like. It's been fairly good so far, but if you like Sylvanas you could sub a Cabal out for her. The main reason I like Cabal is because it's so good for card value and immediately impacts the board. I think I'll be testing Vol'jin out soon, in exchange for a Shadow Madness. Also, added some guide stuff this update.

Update 5: I think this is the last update, unless new cards get released or I have an epiphany. Sylvanas + SW:D is an 8-mana mind control and I have used it to get rid of Ysera the turn she's played, so that's staying in the deck. I made some hard decisions to remove just about every 1-of card in the deck, as consistency has been a problem and made this deck struggle vs aggro. Good luck people, this deck is a ton of fun.

Update 4: Swapped one Ghoul for a Doomsayer, seems more effective vs Zoo. Sylvanas really has impacted my opponent's board a lot when I played her, so I'm putting her in this version. Cabal is still a good sub.

Update 3: It's been going well in ranked, but the games take a very long time. Some people won't forfeit even when it's obvious they can't possibly win. I'm thinking about putting in either Vol'jin or Sylvanas Windrunner for Mind Control. MC is in the deck mostly to deal with Ysera (who is back in the meta, for some reason), whose huge health pool and 4 attack make her very difficult to deal with. V-dog + Mind Spike could perform that duty. I'm thinking about Sylvanas mostly because she can make your opponent trade their board out, which fits in line with running your opponent out of cards. If she eats a silence, that's one less for your taunt cards. It's just very hard to take cards out of this deck without hurting a certain matchup. I also don't like putting legendaries into a deck without being 100% sure of their utility, since it can limit the number of people who can afford the deck.

Update 2: I have replaced Holy smite and 1 Shadow Madness for 2x 
Unstable Ghoul due to the huge influx of aggro decks. Putting 
something on the board turn 2 is a much stronger opening than 
blowing SW:P right away. I tried Explosive Sheep and Annoy-o- 
tron, but I think Unstable Ghoul fits better with the theme of 
this deck. It can also be helpful lategame as a stall card or a 
way to deal with imps or silver hand recruits without wasting a 
Holy Nova or Lightbomb. It's also nice to be able to play a taunt 
every turn until you can use Lightbomb or Holy Fire.

So far, this deck has a 100% winrate vs Grim Patron Warrior. Just 
hold Lightbomb until their combo turn and don't feed the 
Frothing. Don't play any minions that are under 3 attack. Stay at 
high health to avoid Grommash. I keep Lightbomb even at mulligan 
if I match vs a Warrior.

Update: I'll be playing this deck in ranked this month, trying to see how viable it is higher up (I didn't want to ruin my ranking last month). It has been very good so far if you don't mind extremely long games. If you get early Shadowform vs control and play removal correctly, it's a guaranteed win. Aggro can be tricky since a bad hand can screw you but there are a ton of heals in this deck. Drop taunts, keep healing, don't use Shadowform but instead heal your face every turn. Most aggro players will forfeit after you have taunted up and are at full health. It's totally fine to hit an enemy's face with Holy Fire if you are low on health and there are no minions to target. If this deck gets some more attention I'd be happy to write a more detailed guide. Do note that this is a hard deck to play, since you have many options every turn and you have to make your removals last the entire game. If your opponent gets a board you cannot deal with quickly, you will die.