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(S24) Buff Priest

  • Last updated Mar 12, 2016 (Explorers)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2840
  • Dust Needed: Loading Collection
  • Created: 3/8/2016 (Explorers)
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  • Total Deck Rating

    10

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This is a [homemade] spin-off of Hand Priest, where the goal is to make huge minions and push large amounts of damage each turn. It's not made to play at higher ranks, but instead to have fun at lower ranks or in Casual mode.

Early Game: You can use Zombie Chow and Flame Juggler to stop early aggression from your opponent. 

Taking Damage: I threw a Sludge Belcher in the deck to slow down any aggro decks from putting too much damage through before you can hit your combos. However, it is a good thing to take damage while using this deck so you can play Molten Giant.

Combo: There are a lot of combos in this deck; however, the main combo is playing either Molten Giant or Mountain Giant and then waiting a turn to ensure they stick, then playing Divine Spirit and Inner Fire on it. 

The Divine Spirit/Inner Fire combo can also be used on Twilight Drake at around turn 5/6 if you're opponent isn't playing control that can just get rid of it.

Shade of Naxxramas: Shade of Naxxramas can be used as a very early game combo target if you draw the necessary cards at the beginning of the game. It's a great target for it as it has stealth until you attack, so it can't be targeted by BGH or silence until you attack (meaning you are guaranteed to hit for a lot) unless your opponent has high damage AoE spells.

Defender of Argus: Defender of Argus is pretty important to this deck as it allows the 16/16 Giants to gain taunt and creates a very large problem to any aggro decks that don't run BGH or silence.

Faceless Manipulator: Faceless Manipulator is one of those cards you don't see very often, but I personally really enjoy it and it can make for a really exciting game. Don't waste it on something small (it's better just to keep it in your hand for the entire game than to waste it).

Matchups:

Aggro - Aggro is the best matchup as all the damage to face allows you to play Molten Giant pretty early on. It makes it a little harder if they are trading with your minions instead of going face to maintain board control, but is still very easy to win (especially mid-late game)

Midrange - It's about a 50/50 chance of winning against Midrange decks. If they don't knock down your Twilight Drake, then it's a good idea to go ahead and play your buffs on it to push some damage through and pull out their control cards before you play the Giants.

Control - Control is definitely the worst match up, but is still possible if your opponent uses their control on your early game minions.

Summary: This deck isn't made to climb the ladder, but just to have a lot of fun at lower ranks or in casual. If you want to play Mountain Giant early on, make sure to save up cards. Use Divine Spirit and Inner Fire to put huge minions on the board and push a lot of damage to your enemy.