+2
Favorite this Deck

Power Word: Inspire

  • Last updated Nov 13, 2015 (Explorers)
  • Edit
  • |

Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7680
  • Dust Needed: Loading Collection
  • Created: 8/24/2015 (TGT Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    Boscoe#1996

  • Region:

    US

  • Total Deck Rating

    26

View 20 other Decks by HearthBoscoe
BBCode:
Export to

Well, TGT is now released, which means that the Inspire mechanic is now officially a part of the game. The point of this deck is to make use of Inspire. I picked Priest because it's my favourite class, and I find that I use the hero power quite often.

There's some crazy combos you can pull off with Confessor Paletress, Maiden of the Lake, and/or Faceless Manipulator and also some great usage of Shadowfiend when used with Power Word: Shield and/or Northshire Cleric. But in order to use those combos, you'll need to control the board.

I've found that Garrison Commander should usually be used on turn 2 if it's in your hand. You tend to need that early presence to maintain board control. Use Dark Cultist to continue to establish presence and make decent trades, plus its deathrattle can be devastating for the opponent early in the game. Use Power Word: Shield to sort of "heal" a minion in order to trade favorably and use your hero power often, since it is an Inspire deck. You can use Fencing Coach to combo with just about any card, usually with Auchenai Soulpriest or Confessor Paletress. Holy Champion is that extra umph during the midgame, and a big threat late game, so much so that I've seen many opponents using hard removal on it. I used Vol'jin to help trade, but replaced him with Nexus-Champion Saraad. I replaced Cabal Shadow Priest with Justicar Trueheart, because I've been getting more value out of Justicar than Cabal (heal for 4 is just better with this deck than stealing a 2 attack minion). Lightbomb is really good late game board clear, and most of your minions will survive it. 2X Thoughtsteal for some extra "card draw". The rest of the cards in here are fairly self-explanatory.