[TGT] Justicar Priest
- Last updated Aug 28, 2015 (TGT Launch)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 8940
- Dust Needed: Loading Collection
- Created: 7/24/2015 (Blackrock Launch)
- Darwin7
- Registered User
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- 4
- 10
- 16
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Battle Tag:
Darwin #2414
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Region:
EU
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Total Deck Rating
27
Hello there !
Justicar Trueheart is, I think, at its best in priest. It can be a stabilization tool with simply greater heals each turn, but also have synergy with priest's cards, such as Auchenai Soulpriest, Injured Blademaster. As long as you have board control and big minions, the heal is actually the most mana efficient mechanic.
For clarity purposes, I'll split the deck into 3 cores : the control tools, the midrange minions and the end game threats. You can tech and proportionate each depending on what simple archetype you want to answer : aggro decks are trying to rush you down with many small minions, midrange decks are trying to land a big and resilient board, control decks are trying to exhaust you from card advantage.
The control tools is what allows to not die when your opponent lands its threats. If you add cards in this category, you will generally enhance your matchup against aggro. Serving this purpose are Wild Pyromancer, Holy Nova and Auchenai Soulpriest with Circle of Healing, Shadow Word: Pain, Holy Smite and sometimes Shadow Madness. Against bigger threats, for midrange and control matchups are Lightbomb, Shadow Word: Death, Auchenai Soulpriest with Lesser Heal, Heal and Flash Heal and sometimes Vol'jin. Must also be listed here Acidic Swamp Ooze and Harrison Jones for weapon threats. Especially for counter-aggro purpose are heal tools, such as Light of the Naaru, Flash Heal, Holy Light and Justicar Trueheart's Heal. In the end, some minions will simply help control the board thanks to their taunt or an early enough body against aggro. Count here Zombie Chow, Deathlord and Sludge Belcher.
The midrange minions must stick on board and potentially do a trade and get healed afterwards. They are here to achieve as much as possible for as little mana as possible. As a priest, you want them with high health so you can heal them. Such minions tends to slowly overwhelm control and slow midrange decks. Serving this purpose as minions are Zombie Chow, Boneguard Lieutenant, Deathlord Eydis Darkbane, Fjola Lightbane, Injured Blademaster, Holy Champion, Sylvanas Windrunner, Cairne Bloodhoof, Vol'jin's body, Dr. Boom, and even considered Feugen, Maexxna, and Captured Jormungar. Also, Power Word: Shield, Velen's Chosen and maybe Divine Spirit will make them stickier and more prompt to heals. If you are able to trade with them, Light of the Naaru, Flash Heal and Justicar Trueheart's Heal should allow you to conserve such board presence. Right now, the decks feels a bit weak in this role on turn 5 to 7-8. Ideally, you'd have a bit of board control when you go into the late game, but that's not easily the case if you don't draw Injured Blademasters. I'd play 4 of them if I could.
The end game threats are what close you the game against midrange and control. It's meant to build card advantage, or simply put high enough of a pressure on your opponent that he is forced to do inefficient turns to clear them. Such card are Auchenai Soulpriest with Justicar Trueheart's Heal, Nexus-Champion Saraad, Kodorider, Confessor Paletress, Ragnaros the Firelord and Ysera. With hero power focused threats, as in this build, we want to assist them with utility cards to make them more powerful, such as Fencing Coach, Garrison Commander or even Emperor Thaurissan for crazier combos. Maiden of the Lake is better, in mana usage, than Fencing Coach only if you use your hero power three times. Without Coldarra Drake, it seems unlikely.
Depending on the amount of card you need (generally, how much combo-ey the deck is) you need more or less draw. Northshire Cleric is the first go-to in priest. It can often be a 1 mana Sprint with Circle of Healing. Acolyte of Pain also fits well in priest with Wild Pyromancer and Velen's Chosen, if you can avoid your opponent's silences. Otherwise, Loot Hoarder is generally reliable.
If you have any suggestion or argument for or against a card that is or isn't in the deck, I'll be glad to read it in the comment section *beellooow*.
Do you think Prophet Velen would be a decent addition?
Wow, this deck is really really strong. There is great potential here. I've tried a number of different priest decks with TGT cards -- I think this one could definitely impact the meta, more so than some of the dragon-based builds that are going around. Here are some initial thoughts.
* I dropped the 2 Naarus. I know it's a great utility card, but I actually don't feel like you need it with all the other powerful things that this deck can do. This frees up two important deck slots.
* I've also dropped the Cabal Shadow Priest. I love me some Cabal more than anyone, so this wasn't easy. But there isn't space and it has less synergy in the absence of Shrinkmeister.
* In these 3 slots, I'm running a second Belcher, a single Holy Nova (to help some against zoo/aggro, which is the going to be the deck's weakness) and a single Shadow Madness (from which I seem to be getting good value).
* I'm experimenting with running a single Holy Champion, but I haven't been able to decide which card should come out for it. Right now I'm playing with only 1 Injured Blademaster, but this makes the deck weaker on turn 3. Could maybe try taking out one of the Acolyte instead, I haven't found cycling to be too much of an issue thus far.
* I'm doing 1 Wild Pyro + 1 Acidic Ooze, only because there are so many damn warriors right now, fapping to Varian.
* Lastly, I think Emperor Thaurissan needs to be considered here. If the cost of Confessor or Justicar can be reduced by even just 1 mana, that is going to be pretty huge. Again it's an issue of what to take out though. We really need 35 deck slots!
* Auchenai followed by Flash Heal to remove a big threat feels pretty nice. :)
Thanks for posting the list, I'll keep following. I want Priest to be dominant damn it.
Hello ! Thank you for your feedback.
I've come to agree with you about the 2 Lights of the Naaru.
Cabal as been on the edge for a while now, and taken out and in several times. It still hits Flamewakers, Imp Gang Bosses and Keeper of the Grove. On certain matchups, the card is simply too good. I'd say it's a one of, depending on the meta in wich you are playing.
Yes ; take out one of the Acolytes. I think it's the most reasonable spot to clear right now ; this is what I did with the actual version.
Thaurissan is a threat if your hand is big enough (like in freeze mage, warlock or in the infamous Patron Warrior). I'm not sure we have enough draw to reduce the cost of some of the combos... Plus, there are here no extensive combos like in freeze mage, malygos and Patron decks.
What do you think of Auchenai after Justicar ? Does the 4 damage heal achieve enough ?
That's perfectly reasonnable. Sadly, I haven't got Justicar or Eydis yet, so couldn't try it.
Wow, I'm very happy to see that an untested and theorycrafted deck would have success !
I like that you play Saraad, I think that among the cards you mentioned to replace Cabal, it is the one with the most synergy.
I'd be happy to know more about your experience with the deck. At which ranks are you playing ? Are there matchups that seem particularly tough/unbeatable ?
Did you get curve problems (Notably with turn 5) ?
Also, what do you think about Flash Heal ? Does it help with Wild Pyro and Eydis, as intended, or is it too hard to use ?
I feel like Vol'jin has more impact on a board and allows for better trades against midrange and control decks than maiden of the lake. I'm not a fan of flash heal, but I feel if you do decide to run flash heal, it makes Vol'jin a better choice for midrange and control match ups, because you have the quick burst heal and are running good early game removal with pyromancer and zombie chow, you can afford to run a more impactful card in that slot.
As for injured kvaldir, I'm also not sold on, but he does have good synergy with cleric turn three onward. However, he does not take the place of zombie chow in my mind. On turn one against aggressive mech, zoo and hunter decks, who have turn one plays I want to be able to play my zombie chow and on turn two trade with something and heal it back to full. With injured you have to heal to keep it around before trading. So if you go turn one injured turn two you are forced to heal it to make it worth more than a smite. Not really a big deal, but may hurt you especially if you are going second. I think the meta might dictate on whether or not this card will see a lot of play.
I'm not a big fan of Vol'Jin, especially without easy ways to deal 2 damage but why not. You could try to make it work with Auchenai, or even Eydis.
Though, I won't get rid of Maiden of the Lake. The body is great for buffs and heals. It also curves so nicely with both Holy Champion and Auchenai Soulpriest.
I agree with you on Injured Kvaldir. I like that it gives you something to do on turn 2, but it is weaker against aggro decks. There's 1 Chow and 1 Kvaldir right now, because it should indeed depend on the meta.
Though, one chow and 2 wild pyros doesn't feel remotely good enough against aggro. Pyro is very dependent on you drawing low cost spells and chow is dependent on you drawing... Well, chow itself.