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Fatigue Priest! Now with a FINISHED guide!

  • Last updated Jan 12, 2016 (Explorers)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5280
  • Dust Needed: Loading Collection
  • Created: 1/4/2016 (Explorers)
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Good day to everyone at Hearthpwn! I'm a competitive Hearthstone player better known as P0ltergeist and I am here today to present you the best Priest deck in the game. This list was innovated by me and created by both me and my good friend and former teammate Deathboose who is in my opinion one of the best Priest players in the world.  We have only scratched the surface with this deck, and by that I mean that we haven't played much ladder with it. Even though the list was made for tournament use, it easily beats Aggro Shamans, Warriors, Druids(!), Paladins and any Warlock list out there on ladder. I heard Deathboose climbed from rank 8 to 4 last season with the list but climbing four ranks isn't really not an accomplishment, right? So, I took the list for a spin in couple of tournaments (since I really love tournaments where you actually have to think about your plays) and I am happy to tell that it won many players (Powder for instance) who had no idea what was coming for them. I only lost two matches in 7 tournaments, and one of the defeats was against Zoo that got Mal'Ganis from Deathlord.

Right now the deck isn't in its final form. I'll explain more about the cards in the card choice list. We're still testing the cards and this list is the one we're running at the moment and it's really good on ladder at the moment.

Sorry for deleting the word from the deck name, I know it was perfect for describing this but I have other plans with the list, too, and the link can't contain "twitch memes" ;)

nat_hs just made a video where he played a match with the deck. Keep in mind that the video was made before the newest changes to the list. Check it out: 

IMPORTANT: If you want to take the deck on a tournament, switch Sen'jin Shieldmasta to Elise Starseeker. In tournaments meta isn't that aggressive so you can afford having one less taunt. Protip: Use Golden Monkey in the very end game and not immediately after you've drawn it. If you have any of your Lightbombs left, you usually would like to draw and use them before replacing them with Nat Pagles. That play just gives your cards more value and it lets your opponent overextend the board one more time until you snap a deck of legendaries on the board. On ladder Elise tends to suck since the games are faster.

Okay, I want to make sure that everybody understands what I'm about to say. This whole post is based on me and Deathboose's personal experiences with the cards and situations mentioned, and I'm sure there are multiple exceptions with the scenarios mentioned here. Every card, amount of cards in your and your opponent's hand, your and your opponent's HP et cetera do change the decisions of the players and the value of some cards, but the ones I'm talking about are things that we feel are happening more often than others.

"So P0ltergeist, this deck looks kinda neat and all, but what's the difference between this deck and the Entomb lists with Auchenai Soulpriests? They have been proven to get high legend ranks, unlike this list that has Murlocs in it. So what's the deal?"

Yes, that's right. This list has Coldlight Oracles in it.

So, before telling you more about Coldlights, let me tell you the bad parts about the Entomb Priests that have lately been popping into Hearthpwn, Twitch and Reddit with huge winrates and high ladder and tournament placements. Sometimes you need to have minions on board before you can clear, since the list only has 4 AoE-removals when both Circle of Healings have been used with Auchenai Soulpriests. Also, when playing Priest with Justicar Trueheart you are prepared to go to fatigue, but if you draw, say, 8 cards with Circle of Healing and Northshire Cleric, you're 8 cards closer to fatigue and you need to be using your hero power combined with having Cleric on the board, and sometimes you even have to trade inefficiently, to get a card draw. Too often you have to make a choice between healing a minion (when having Cleric on the board) to draw a card that might be one of your not-that-many AoEs, and healing your face which can sometimes lose you the game. Also, by using your Auchenais you're giving up on your ability to heal, which you're not supposed to do as a slow class, and combined with Circle of Healing you're getting 1 AoE-removal by using 2 cards! I know that the combo is good and all, but looking at the value, those 2 cards doing one thing combined, and after Auchenai being set up to 1 hp, you can't heal yourself or your minions before Auchenai's been killed.

An awkward transition from one topic to another. Coldlight Oracles. They are the major difference between this deck and the popular Entomb lists. The major point I wanted to execute in this list was to make it into fatigue in every single game. That's the part of the game where the wheat is separated from the chaff, like we say in Finland. I love fatigue games so I wanted to make a list that'd win every fatigue game. The reason to run Coldlights is that they're either going to draw you immediately 2 cards for 3 mana with a cute 2/2 body, they're going to burn a few of your opponent's cards or they're going to win you the game on fatigue. "But you're giving cards to your opponents!" Yes, I am. I don't give a damn about my opponent getting cards. He'll draw his minions that'll just die as soon as he's played them, and removals he doesn't get to use because your board presence is minimal due to only focusing on removing your opponent's board. Northshire Cleric is a good card, but not in this deck, because the draw can get out of control and you don't need millions of draws since you almost always have multiple removals in your hand. Coldlight is something your opponents don't play around, especially those nasty Renolocks you face quite often nowadays. They have proven themselves to be the MVPs of the list, so don't you dare mock them! ;)

The idea of this list, and how to play it, is to simply let your opponent over-extend his or her board and then wipe it with either single target removals or AoEs. After you've played Justicar Trueheart, your opponent has to play the tempo game because Justicar wins the value game and end game by herself. So, your opponent plays non-greedy boards of 2-4 minions because he's afraid of Lightbomb and Holy Nova, and after you've spent maybe 2 of your removals, he'll will raise the tempo because he thinks you've spent all your board wipes. Then you'll just clean the board over and over and over again, and outheal the damage he's dealt. It's really that simple. This is definitely not an easy deck, so get ready to lose some games at first because you didn't handle your resources or were afraid of tanking the damage your opponent had on the board (excluding Druids with massive Force of NatureSavage Roar combos)

MULLIGANS AND MATCHUPS:

Druid:

Keep 2x Zombie Chow, 1x Shadow Word: Pain and 1x Deathlord. If you are having a good start, consider searching for Shadow Word: Death and if you have The Coin, keep Sen'jin Shieldmasta. If you have your early game minions, try and get a Power Word: Shield.

 

This matchup is quite tough, I'd say 45/55, since they can deal a disgusting portion of damage on one turn by using Force of Nature and Savage Roar combo. Midrange Druids usually try to make the combo even better by adding in sticky minions that are hard to remove. Your gameplan is to always assume he has the combo pieces in his hand and then play around the potential damage burst. That could sometimes include using Holy Fire to his face just for the heals. The match usually turns by your favor at mid-to lategame, where you start clearing his board. The sooner you get Justicar Trueheart, the better.

 

Against taunt city/ramp Druids just try to Entomb the big minions they play. Shadow Madness usually gets a lot of value if he has Cenarius in his deck. Also, slower Druids tend to have double Sludge Belchers so you can just use Shadow madness on one of them, trade the Sludge and get the Slime.

 

Coldlight: Use coldlights very carefully. Remember that your opponent will also get the draws, so he might draw a combo piece. Usually it's good to use coldlights if he's spent enough of their combo pieces or he has 9 cards in his hand. Or when you're just in a really bad need of removals/heal/something else that'd get you out of combo range(14+(every minion's attack+2)).

 Hunter:

Keep Holy Smite, 2x Shadow Word: Pain, 2x Zombie Chow, 2x Deathlord, Shadow Madness and Sen'jin Shieldmasta if you have The Coin.

 

This is one of the easiest matchups (90/10), since you have too much boardclears and heal for Rexxar to handle. Shadow Madness is usually the MVP of the matchup. The gameplan is to just get the taunts set up, clear his board and heal your face if you're below ~17 health. Too bad there aren't that many Hunters on the ladder anymore.

Mage:

Against Freeze Mage: Keep 2x Coldlight Oracle, Justicar Trueheart, 1x Shadow Word: Pain. If feeling YOLO, keep Cabal Shadow Priest

 

Against Tempo Mage: Keep 2x Shadow Word: Pain, 2x Zombie Chow, 2x Deathlord, and Shadow Madness if you're having a good start.

 

 Mage matchup is pretty favored. Against Freeze you just have to save your Holy Fire for the turn after Alexstrasza and mill them if they have 9 or more cards in their hand. Against Tempo Mage you might feel a bit overwhelmed but you're actually doing well if you just have few of your early game removals. Just try and keep yourself healthy so you don't die to some burst damage.

Paladin:

Keep: Holy Smite, 2x Shadow Word: Pain, 1x Deathlord, 2x Zombie Chow. If you have any of those, keep  Shadow Madness, Thoughtsteal and Sen'jin Shieldmasta and strongly consider keeping Holy Nova orExcavated Evil, only with The Coin though.

 

Paladin is one of your easiest matchups, excluding Murloc Paladin, which I won't be covering. If you need help against Murloc Paladins, PM me or commend on the deck. So, into the playstyle. Against both of those it's really straight forward: remove his minions, play the value game and win during late-game. Use your Cabal Shadow Priests for his Shielded Minibots and Haunted Creepers. Always save an Entomb for Tirion Fordring. You should win almost any kind of paladin, even those aggro ones that have been popping here and there. If they play Justicar Trueheart, the 1/1 dudes could become a trouble but usually you can stop the dude train without any issues.

 Priest:

Keep: 2x Shadow Word: Pain, Thoughtsteal, Justicar Trueheart, Sen'jin Shieldmasta, 2x Zombie Chow, 2x Deathlord. If you're having a good start, look for a Sludge Belcher.

 

Priests are one of the most satisfying and best matchups for you, because after 30 minutes of healing and passing you'll simply crush him. Dragon Priests try to get value from their cards by Dragon synergy, which gives better stats to their minions. The extra stats don't matter since you're not about trading. They also lack a win condition, so they can't just suddenly win the game. The amount of your removals will win the game for you. Use your Entombs smartly and don't overextend the board for his AoE-removals.

 

 

Against normal Control Priests the matchup is all about fatigue. Try and heal his Northshire Cleric and feed him with some draws. The amount of cards in his hand doesn't matter, since you can answer pretty much anything he plays. Just play the value game and you'll most likely win these games without any major problems.

 Rogue:

Keep: 2x Deathlord, 2x Shadow Word: Pain, 2x Zombie Chow, Thoughtsteal, Sen'jin Shieldmasta. If having a good start, keep a Coldlight Oracle

If you can confirm that the opponent is playing Miracle, look for a Lightbomb and consider a Shadow Word: Death.

 

Rogue matchup is quite hard if the opponent is playing Oil Rogue. It's still definitely doable, you just need to be a bit cunning. Let her draw the cards and mill her, and try to force her to use the Tinker's Sharpsword Oils to remove your board. Deathlords are the MVP of the matchup, so on mulligan try to get them combined with something to remove Violet Teacher. Her Piloted Shredder trades well with Sen'jin Shieldmasta, and if it doesn't, you can just AoE clear.

 

New miracle Rogues should be fairly easy. Let them play their Gadgetzan Auctioneer and draw their deck, as long as you have your Lightbomb and Coldlight Oracle ready. Try and force out her Eviscerates. Keep yourself as high health as possible and just win by taunting. Beware ofEmperor Thaurissan, though: it might get her a huge Malygos OTK or Southsea Deckhand combo.

 Shaman:

Keep: Holy Smite, 2x Shadow Word: Pain, 2x Zombie Chow, 2x Deathlord. If having a good start, look for your 5-mana AoE-clears, Sen'jin Shieldmasta and Shadow Madness.

 

Shaman can seem like an OP deck with all the burst it can deal: the maximum damage without spellpower is 32 hit points just with spells. Combined with huge early game pressure and an OP weapon the deck is immortal, right?

 

No, it isn't. You don't have to draw like Amaz, with a good-ish start you'll be just fine. If you like making aggro players cry themselves to sleep, this is the deck for you. Just try and keep the early game stability, play your taunts and heal yourself. Shamans can be really dangerous the whole game so just try and play Justicar Trueheart as soon as you can afford the tempo loss and possibly not removing anything from the board.

 Warlock:

Keep: 2x Zombie Chow, 2x Shadow Word: Pain, 2x Deathlord, 1x Coldlight Oracle, Sen'jin Shieldmasta. If you have a Shadow Word: Pain, keep Shrinkmeister, too. If you think that the opponent is playing Zoo and you're having a good hand, keep an AoE as well.

Right now there are two very different warlock decks. Zoolocks and Renolocks.

Against Zoo the matchup is pretty good. Don't play your Coldlights unless you absolutely have to. But if you can get at least one early game minion and one early game removal, the matchup is just like against paladins, except that you actually have to be aware of some burst damage. Cabal Shadow Priests are your MVPs, since you can steal their Nerubian Eggs or Imp Gang Bosses.

 

Against Renolocks you only have a single threat that most often loses you the game. The Big J. Lord Jaraxxus. If you can Thoughtsteal or mill that card, you will win the game. Just be aware of the popular tech choices your enemy might have and always try to keep a removal for a new big creature he likely has in his hand. If the enemy plays his Lord Jaraxxus, you could try to fatigue him if he plays it in the late game. Don't be scared of Inferno. It'll only do 2 damage to you each turn. I think that you should save your second Lightbomb for a board of 3 Infernos. So, if they play Jaraxxus, you're screwed, but you can still manage to win the game if you got a good Thoughtsteal or he can't develop the board with other than Infernos.

Protip: save an Entomb for either Feugen or Stalagg. Use it one the one that's played second, so you don't have to deal with Thaddius later on in the game. 

Warrior:

Keep: 2x Shadow Word: Pain, 2x Zombie Chow, 1x Deathlord, Sen'jin Shieldmasta, Thoughtsteal, Justicar Trueheart. If you think that the enemy is playing Patron Warrior, keep an Excavated Evil too. If you're having a good start, look for Cabal Shadow Priest.

 

Warriors are really easy. Against Control you can just Entomb or kill their big minions, and against Patron Warrior you have 3 AoE-removals that wipe his whole board, including Grim Patrons. It's really that easy. They'll have nothing to do when you're just removing everything they play, I can't even give any more actually useful tips. Just like, remove his board, don't let the armor confuse you, heal, win.

Edit: Would you look at that, I actually got the guide ready! I'll take a break from updating the list, and I'll start doing the card choice list this Thursday!

Huge thanks to everyone who upvoted and commented the deck!

Make sure to check out my other (outdated) decks:

http://www.hearthpwn.com/decks/136641-mustard-master-control-v2-0

http://www.hearthpwn.com/decks/249598-sanic-tempo-rogue-now-with-guide