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Inspire Priest [TGT Full Guide]

  • Last updated Sep 3, 2015 (TGT Launch)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 9760
  • Dust Needed: Loading Collection
  • Created: 9/2/2015 (TGT Launch)
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  • Battle Tag:

    JonOhTin #1312

  • Region:

    US

  • Total Deck Rating

    112

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Hello Hearthpwn, my name is JonOhTin and this is my Priest Inspire Deck. The deck revolves around controlling the board until you can snowball your way to victory. And boy do you snowball. With the current TGT meta revolving around flooding the board, the deck inspires to punish with a multitude of board clears. Once late game arrives the value you generate becomes overwhelming even against most control decks. 

Disclaimer: This deck is not a competitive deck. This is a fun deck. 

How to Play:

As stated previously the deck revolves around controlling the game through clearing your opponents board & maintaining your own board presence. Your early drops consist of Zombie Chow Northshire Cleric Dark Cultist & Injured Blademaster while utilizing your hero power & Power Word: Shield & possibly your two healing cards to keep those creatures on board. Shadow Word: Pain & Shadow Word: Death will help keep your opponent from getting out of control until you have the mana/cards for a board clear. Your only two drop, Garrison Commander is not a card you want in your opening hand and should generally be played much later into the game. Do use your hero power on on turns when you have nothing to play as it will be affecting your Frost Giant.

The deck's board clear begins at turn 4 with Auchenai SoulpriestCircle of HealingHoly Nova, & Lightbomb. You will also be dropping down Sludge Belcher to help maintain control as well. Justicar Trueheart can be dropped if you have control of the board to begin making use of your upgraded hero power.

Once turn 7 arrives the real fun begins. Dr. Boom is self explanatory. Nexus-Champion Saraad + Heal generates value & a threat. Frost Giant at this point should cost around 6-8 mana depending on how heavy you used your hero power and should be held onto unless you have nothing else to play. An important thing to note is to never drop your Confessor Paletress unless you are able to hero power. Prophet Velen basically turns you into a Ragnaros allowing you to heal for 8 or deal 8 with Auchenai Soulpriest

Wild Card: Flash Heal is quite the versatile card in this deck as it combos with Auchenai Soulpriest for 5 damage, or Prophet Velen to get yourself out of lethal range. However more often than not, my main use for Flash Heal has been to heal myself or a minion primarily due to the fact that this deck is already very good at removing creatures already. I am still debating whether to run a 1 or 2. 

Wild Card: Garrison Commander makes your inspire mechanics twice as strong but is very difficult to play with your big drops. Even with a Emperor Thaurissan effect you can only trigger Nexus-Champion Saraad inspire twice on the same turn that you drop both cards at 10 mana. This will most likely be cut if you are close to legend as it is too slow to play but as of now makes the deck very fun. If pushing for legend replace Garrison Commander with a sideboard card.

And as a final reminder you are able to use your hero power twice on the turn that you drop Justicar Trueheart

Your SideBoard:
Deathlord is great against those pesky face hunters & eboladin. Swap this in if playing against consistent aggro decks 

Cabal Shadow Priest causes alot of trouble for an assortment of decks especially midrange totem shaman. 

Shadow Word: DeathBig Game Hunter swap these in if you are consistently playing against heavy control decks. 

Kodorider & Holy Champion are a great replacement for those lacking certain legendaries.