Mech Priest "Are you afraid of the dark?!" 69% ...
- Last updated Oct 13, 2015 (TGT Launch)
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Wild
- 23 Minions
- 7 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3300
- Dust Needed: Loading Collection
- Created: 9/14/2015 (TGT Launch)
- Nerva90
- Registered User
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- 2
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- 16
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Total Deck Rating
61
Hello!
I'm Nerva and I'd like to share a tempo mech priest deck that I put together this season. I've gone from rank 15 to rank 8 with this deck. Including an 11 game win streak. Still climbing with it but haven't had much time to play in the last couple of days. 29 games played so far with 20 wins and 9 losses. This deck does well against paladin (by far the best match up, both midrange and secret), hunter and control priests (dragon priest is a toss up).
So with TGT, Priest got a huge buff in the dragon department with cards like Wyrmrest Agent. But there was one that caught my eye that seems to have gone pretty much unnoticed since the expansion came out: Spawn of Shadows.
First I tried to put it into an all out aggro priest deck with Leper Gnomes and the works but soon found out that priest didn't have the steam to carry those games (especially with a hero power that doesn't do squat when you mostly have 1 hp minions). Then the answer came to me. Mechs! They're sticky, can swarm the board and are great targets for the Priest's hero power.
Card changes 23/9/2015
A few changes have been made to the deck. Loatheb and Piloted Sky Golem have been taken out in favor for 2x Upgraded Repair Bot. The repair bots allow for great trading and pose a threat at the same time. They fit the game plan of this deck much better.
1x Clockwork Gnome has been taken out for a 2nd Velen's Chosen
1x Harvest Golem has been taken out for 1x Spider Tank
Card changes 13/10/2015
Big Game Hunter improves a lot of matchups, especially Handlock and Jeeves is a much more reliable card draw machine in the late game compared to Nortshire. Tried out these changes after users pointed them out and after having played some games I think they work well.
-1x Harvest Golem / +1x Big Game Hunter
-1x Northshire Cleric / +1x Jeeves
How to play
Swarm the board with mechs and gain huge tempo in the early game. Keep them alive with your hero power while making 2 for 1 trades and burst your enemy down (normally by turn 7-9) with Mind Blast and Spawn of Shadows]. It is very important that you hide these cards from you opponent until at least turn 6 or 7 to get the most out of them. Nobody expects burst from a priest and I've left quite many Paladins and Hunters scratching their head on turn 9 with a Spawn of Shadows + Hero Power + Mind Blast combo :)
Card rundown:
Northshire Cleric. She works really well with your early game and allows you to draw your burst cards. She's great hidden behind an Annoy-o-Tron as well as having synergy with Shadowboxer.
Power Word: Shield. Thins out your deck while allowing your early game to trade up easily.
Cogmaster. If played on turn one then he needs to be answered immediately. I've never had a problem activating him on turn two.
Clockwork Gnome. Turn one with the coin and Mechwarper is crazy strong. Overall a good card. Spare parts always find some use. Freezing an enemy Piloted Shredder on turn 4 or giving a minion of your choice taunt can be incredibly handy.
Annoy-o-Tron. Protects your early game and is a bitch for your opponent to remove.
Ironbeak Owl. Tech choice that allows you to deal with your opponents late game and deathrattle/taunt minions.
Mechwarper. It's hard to beat a strong Mechwarper start where you dump your hand by turn 3-4. His three hp also means classes like Paladin have a very hard time removing him.
Mind Blast. One of the most important cards of the deck. Of course you always mulligan it away in the beginning but it gives your deck a lot of reach (especially with a minion that has Velen's Chosen). Most of the time you'll have board control but you might be struggling to get through a Sludge Belcher while hitting your opponents face with enough damage. Mind Blast allows you to finish the game earlier (turn 6-9) before your opponent has a chance to stabilize.
Shadowboxer. This card is reeaally good. I'd compare it to Knife Juggler. Removes smaller minions against Hunters and it's hilarious seeing Paladins activate it with Truesilver Champion. You're healing your minions a lot after turn 4 and it's great with Holy Nova as well.
Harvest Golem. He can be switched out for Spider Tank but I think Harvest is a bit stickier which gives him the edge.
Tinkertown Technician. Great value card that is very easy to activate.
Velen's Chosen. This card is crazy strong with you early minions. Turn your Annoy-o-Tron into a 3/6? yes please! I only run one to not clog the deck.
Piloted Shredder. Best 4 drop in the game that synergises well with your mech cards.
Spawn of Shadows. The MVP of the deck that makes it possible with Mind Blast. In reality it's a 6 mana card that allows you to deal 4 damage to your opponent instantly and most of the time 2 damage to yourself. It also threatens to do the same next turn as well as hitting for 5 damage extra if isn't removed. You are almost always the one that controls the board and usually you haven't taken much face damage which makes his "downside" most of the time not a problem. If you have no other play on turn 4 it's ok to play him, many people underestimate his effect and don't remove him right away.
Holy Nova. Teched in for the Hunter match up. Is great against their board states, both midrange and aggro and gives you some valuable healing. Works well against paladin as well or if you fall behind for some reason
[card]Loatheb[/card]. Is often the card that can set up lethal on turn 6 or 7. Solid body that protects your board against spells.
Piloted Sky Golem. A big and sticky minion which is great to play on turn 5-6 for added pressure.
Dr. Boom. Not really much to be said here, doctor 7 does his job. The boom bots can go face and work as activators for your gnomes as well.
Hey, nice deck, i got bored of patron and stumbled upon this deck, it looked pretty cool so i crafted the spawns of shadows and played it.
Its a really nice deck, i won 5 from 5, i don't have Dr Balanced or Piloted Sky Golem, so i replaced them with 2 Upgraded repair bots, they were decent but i found that they did not really impact the match as much as i though they would. Also, I am matched with many paladins so i was thinking it would be better to add a second holy nova seeing as i didn't draw a single holy nova in the 5 games i played. Also another velens would fit nicely, to go with the extra holy nova for spell damage. What do you think?
So i have a few questions
1) Should i bother with this deck without Piloted Sky Golem and Dr Balanced
2) Is upgraded repair bot a good replacement
3) Is a 2nd Velens and holy nova better?
4) Is there something even better?
EDIT: I also replaced harvest golem with spider tanks, maybe i should craft harvest golems and put them in instead of upgraded repair bot?
Hey sorry for the late reply. Actually upgraded repair bot is a great replacement (at least for Piloted Sky Golem). I think 1x holy nova is more than enough but 2nd Velen's is debatable. Sometimes on turn 3 you just plain win if you have it. But it sucks to have 2 in your hand in the first few turns.
Harvest golem or spider tank is just a toss up. Both work fine :)
Good deck. I tweaked it a bit for what i am faceing and it seems to work really well. only played 4 games of ranked but 75% win rate. time will tell if it is solid though
That's actually something that could work well! The deck has 10-12 cards that it wants to play on either turn 1 or 2 so having another Velen's might be a good idea. I'd probably remove Piloted Sky Golem for it. I think I'll try it out over the weekend when I finally get some more time to play :)
I built this up as listed this afternoon. Haven't taken it into ranked yet, I've been trying to get a feel for it in casual first. I like the feel of it although I'm not sure I'm using it to its proper potential. I don't have any experience with mech decks prior to this and the late game burst that seems to be the pride and joy of the deck hasn't shown me any consistency yet. That being said, I'm still winning most of my games but they have been VERY tight 'topkek or die' sort of games. I'll keep testing. Are there any matchup specific strategies/mulligans to be concerned about, or is it just pretty straight-forward by design?
Hey, yes for the most part the deck is quite straight forward. One thing I'd say is important is don't be afraid to dump your hand and play as many minions early in the match. There are very few cards that can wipe your board early into the game because of divine shield/3 health minions. Most of the time consecration will do next to nothing for example.
Couple of tips I can give you about match ups are: Against hunter, I feel it's ok to play Northshire Cleric on turn one since most of their minions have 2/1 stats. It allows you to gain control early and most of the time you can follow it up with a 2 drop. With paladin you should always hard mulligan for either Mechwarper and Shadowboxer since they do well against Shielded Minibot.
About mulligans I always try to look for Mechwarper, but I will keep all of the two drop minions if I have them and of course Clockwork Gnome and Cogmaster (if I have a mech two drop). Most of the time I don't keep cards that cost more than 3 mana.
I agree that the games can become really tight but I've found that the deck is quite consistent in drawing the burst it needs. That's why I feel Spawn of Shadows and Mind Blast are such important cards. It has a tough time against Handlock and Control Warrior who can heal back up but those matchups are still winnable in my opinion.
If I had Eydis Darkbane I would put her into the deck without hesitation. She fits the game plan perfectly and with all the spare parts + power word shield and Velen's it should be easy to trigger her.
I happen to have Eydis. What would you replace? I was thinking a trading out a TinkerTown technician for her.
Thanks for the reply and tips, I'll probably give it a few more goes on casual and then take it into ranked armed with the advice. I'll be starting from 14 so we'll see! I'll report back. Appreciate the list and response! Happy Hearthing!
Hey I'd say to take out either a tinkertown or a harvest golem. Since Tinkertown gives you a spare part that could be used on Eydis it has a bit of an anti synergy to remove him. But since not all spare parts can be used efficiently on Eydis I think it's ok. I'ts important to have enough mechs as well so I'd say to test it out and see what options you think works best!
If you decide to run Eydis there might also be an argument for changing the shredders out for mech yetis but I'm not sure if that's worth it.
Interesting deck will give it a go.
Thanks man, let me know what you think :)