Undiscovered Grinder Priest
- Last updated Jul 23, 2016 (Old Gods)
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Wild
- 24 Minions
- 6 Spells
- Deck Type: Ranked Deck
- Deck Archetype: C'Thun Priest
- Crafting Cost: 9480
- Dust Needed: Loading Collection
- Created: 7/3/2016 (Old Gods)
- PowerOfCheez
- Registered User
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- 97
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Battle Tag:
PowerOfCheez#1873
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Region:
US
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Total Deck Rating
224
Excited to make the feature page for the first time! This is my attempt at finding the ‘Undiscovered Priest Deck’ Ben Brode hinted at recently. Editing to reflect latest changes, mostly geared to increasing consistency of early board development.
(Newly edited to add a card-by-card discussion spoiler near the end. Also, please note my use of the word 'attempt'...did not mean to make it sound like a claim that this deck fully succeeds, or is uber competitive. Just that I tried, with some minor success, something very different for priest, as confirmed by the lack of decks very similar. I enjoy playing it, but it is a complicated deck to play, far from self piloting. I think at best, to recommend it as a way to work toward your gold Priest, when in the teen ranks, where we all spend some time each month, at least.)
The Plan
Given Priest’s recognized limits in the meta, breaking out with Anduin requires a plan and structure that incorporates and supports both some of the meta's powerful non-class cards (C'Thun and N'Zoth, the Corruptor) and works to use both class and non-class cards which support them directly (Cultists and Rattlers) and indirectly (time buyers via sticky board presence and life gain).
Surviving until you can use them requires controlling the early board until being able to cast late game cards, and using powerful restore effects to survive until then. As is historically the case with Priest, you sometimes have to grind the win out with fatiguing your opponent.
To support being able to win via Plan B (fatigue) if you can’t get there via damage, there are no direct draw effects that drill you into your deck. We generate some card advantage, though, via Thoughtsteal, Shifting Shade, and Museum Curator and board advantage with stickiness via divine shields, rattle effects. and area of effect board control.
The Structure
The deck is compartmentalized into several packages. Most of these packages can be found as part of other decks devoted entirely to them as a theme. In this deck, they are just small packages, meant to be role players in support of getting to the power cards, and having some synergies with each other and the curve.
Most of the rationale and ideas for substitutions are in these spoiler sections. The packages are:
Early Game
Mulligan for affordable cards, obviously. Deciding when to keep removal over creatures is very matchup dependent (I may add a mulligan guide later, if this stays visible). The three divine shield creatures are cheap and sticky (though I will toss C’thun’s Chosen if I don’t have coin or a couple other playable cards).
Blood Knight is a great keep whether you have any shields in hand or not, especially if your opponent is playing any of the common creatures with divine shield. He is fine to play as a 3/3 on curve, but if he eats even one shield, a turn two or three 6/6 forces the board pretty well against most classes. Even if you draw removal, that helps you later. Keep in mind that if your opponent has spoiled C’thun, he may be best to hold till their C’thun’s Chosen hits the board.
If you are a skeptic of Blood Knight, by all means, try subbing in whatever you prefer. Mind Control Tech is a good candidate. Brann Bronzebeard is a safe sub here, too. But think how often you see Argent Squire and C’thun’s Chosen in the opponents' decks in this meta.
Rationale: Most people find it quite satisfactory and understandable that it is OK to play a singleton of something like Mind Control Tech on curve as a vanilla 3/3 when you keep or mull into it. They are fine playing a loner MCT in their lists even though it has a very situational battlecry and rarely synergizes with the rest of a deck, but for some reason they have heartburn with applying the same concept to a card like Blood Knight. Your whole deck does not have to be built around this card to get value from it. Its very good as a vanilla tempo 3/3, and its surprise value when it does drop large and strip opponents bubbles (quite common in the teen ranks for sure) or feed selectively off yours is immense.
LIkewise, the two Argent cards, see routine play without BKs in the same setup, so they should not be thought of as being here only to support it. They are good on their own.
Youthful Brewmaster has proven to be great in both the early game as a vanilla two drop or to bounce theJeweled Scarab or on t3 or 4, and in the mid to late game on bigger battlecries, to heal, or restore bubbles. Playing Reno and immediately bouncing him can be devastating. Getting N'zoth or C'thun back late can also be big. For those who are skeptics, use Brann Bronzebeard instead, but he rarely gets more than one proc of his ability nor is he as aggressive an early drop.
C’thun
Beckoner of Evil, Twilight Elder, Disciple of C’thun, and C’thun’s Chosen are the only four direct buffs for C’thun. Because of this, the Jeweled Scarab may occasionally prefer to choose any offered Twilight Elder or Disciple of C’thun.
Thoughtsteal can also randomly assist. But this small package is only intended to get him to 10, not to some mega size. Twilight Darkmender and Twin Emperor Vek’lor are included, so getting to 10 is important. Getting anything past 10 on him is not crucial.
Rationale: I have heard those who say it ''feels bad" to play a C’thun for anything less than the outright win, but unless you are playing around something like Entomb or Gang Up, in what Hearthstone multiverse does playing any X/X that deals X damage for 10 (and the sum of the three Xs is always => 18) not represent amazing value? Even in the rare situation where you might feel forced to play it before it hits 10, its still great value, especially if you have board presence to set it up or clean up after it.
Life Gain
Twilight Darkmender and Reno Jackson are the main fast healing. Thoughtsteal and Jeweled Scarab can occasionally help out, but that’s not really the plan.
Youthful Brewmaster is useful in the deck for bouncing either of the above, as well as many of the other cards. But don't be afraid to play it on curve if you have no better options. Like the Blood Knight, it is intended to help with early board presence if that is when you have it available, regardless of losing its battlecry.
Note, while the deck has no greedy duplicates, stay frosty when others play Excavated Evil, as it can rob you of the chance to Reno. By the same token, be aware you can use yours against other Priests the same way.
Removal
Besides the three spot removal spells (Shadow Word: Pain, Shadow Word: Death, and Entomb) there are a couple creature based spot removals. The Disciple of C'Thun and Argent Horserider crossover from the other two packages to act as direct damage.
Acidic Swamp Ooze can remove a weapon (or two if bounced by theYouthful Brewmaster. Against Warrior, it is likely better held for the inevitable [cardGorehowl[/card]. Same for the Paladin's Ashbringer.
And while not immediately obvious, Thoughtsteal and Jeweled Scarab can both produce removal spells or creatures that deal damage or destroy creatures.
Several area of effect oriented cards also help: Holy Nova, Baron Geddon, C’thun himself, Excavated Evil, and Doomsayer. The latter is a concession to both the feedback (appreciated) and further playtesting that insisted Yogg was not a good board clearing option in this deck and that the little pessimist that could was a must play.
Also, Wild Pyromancer. The list might seem light on triggers but there are five trigger spells directly in the deck, six if you get coin. It climbs to 8-10+ triggers when you count Thoughtsteal/Jeweled Scarab/Shifting Shade effects). (Note, not counting Excavated Evil as a trigger; it was hotfixed to prevent it from triggering the Wild Pyro).
N’zoth, the Corruptor
N’zoth, the Corruptor is the heart of the long game strategy to win before fatigue becomes the only way. Huge Toad, anything from Museum Curator, Shifting Shade, the occasional rattle from Jeweled Scarab or Thoughtsteal or Entomb, Infested Tauren, Cairne Bloodhoof, and Sylvanas Windrunner all come back from the dead.
If you feel like subbing more rattle in, I recommend The Skeleton Knight. I don't own one, but often pull it off the Curator and it does well.
Substitutions?
Besides those mentioned in spoilers above, I have to admit, I do not own Forbidden Shaping or would very likely consider using it in this deck. It may be the next card I craft. Played at 6 especially, it seems like it could really rock. See also the added Card discussion spoiler just below for some sub thoughts card by card, at least for the more controversial choices.
Overall Card by Card Discussion (with more Substitution thoughts)
Explaining why it is not as random as it may appear...
Cards:
Entomb: Next to Sylvanas Windrunner and Reno Jackson, this is one of the most important cards in the deck, certainly the most important Priest card. It is so important to be able to hold this until the best play is available. Against C’thun decks. For example, that is most always going to be C’thun, with maybe the following exception. Against any deck (including C’thun), Sylvanas Windrunner is the prime target. If you have to use it on a target, it needs to be very high value, something there is no other answer against, because you only have the one in this Reno Jackson build. If I had to be greedy and double a card in the list, this is the only one I would double. I won’t do it, because I value Reno Jackson too highly, but just saying, if you feel the greed, this is the card to be greedy with.
Jeweled Scarab: This is a pretty important card in the deck. It can offer you a second 3 cost Shadow Word: Death, a second Thoughtsteal, a 2nd Twilight Elder, Mind Control Tech, Brann Bronzebeard, Disciple of C’thun, or some more synergy with N’Zoth, the Corruptor via Harvest Golem. If you need a silence, it might offer the Ironbeak Owl. If you need an extra 3 healing, Earthring Farseer. One card which can be a huge plus or drawback, depending on the matchup is Shadowform. Wolfrider and Argent Horserider can serve as removal, and if you need a Blood Knight you might get one. More synergy for it if you have it already from Scarlet Crusader and Silent Knight. For those really wanting draw, Acolyte of Pain and Coldlight Oracle can appear, though I personally avoid draw in the deck as part of the fatigue plan. Even Tinkmaster Overspark can occasionally be worth the gamble, when the board is right. Bottom line, this is a card with a full range of potential utility via some RNG. As such, it is often better held until you know what you need, though it’s certainly fine to drop t2 if you need a t3 play.
Museum Curator: Best drop is Sylvanas Windrunner, which you take almost every time, unless you need some other answer. Generally take something you can play soon, although certainly avoid obvious crap picks. A not so obvious worse than usual pick is Wobbling Runts… what is usually good about its rattle is bad in this deck, because the runts can clog your board if you want to play N’zoth, the Corruptor when they are down. Chillmaw is good even without the 3 damage AoE (though you can sometimes activate it off the Thoughtsteal/ Shifting Shade). Deathwing, Dragonlord is nice if you get him late, but can be dead if offered too early. The Skeleton Knight can be good.
Shifting Shade: The rattles RNG is highly variable, but its worthy of the spot because of the kinds of cards that are in almost all decks, like more Sylvanas Windrunner, etc. Plus the possibility of a second C’thun or N’zoth, the Corruptor, or even Reno Jackson, really big updside.
Huge Toad: This card gets less love than it should. It’s one of the few two drops that can deal 4 damage on turn three (or turn two with coin, though I usually save coin). As such, it can take out two cards, or 3/4, etc. This is a decent two drop to help with early board presence. Even if it draws an answer, it still nets a point of damage on something, even after the card for card trade.
Infested Tauren: What makes this good on its own is better with N’zoth, the Corruptor. Its two halves combined stats of 4/5 for 4 are OK, with a taunt thrown in to make it even better by vanilla grading standards. It requires two ‘hits’ to fully remove (sticky). But its best feature is that it puts a taunt up when N’zoth, the Corruptor comes out. A small one, yes, but that is important. It is also one of only two taunts you can drop Doomsayer behind, the other being Twin Emperor, which you probably will only do if he can’t trigger a twin.
Cairne Bloodhoof: In every N’zoth, the Corruptor deck, needs little explanation.
Sylvanas Windrunner: Arguably the most important card in the game right now, taking the Dr. Boom slot for ubiquity, in not as unbalanced. One of the few possible answers/counters to Yogg-Saron, Hope’s End and C’thun when played just before they are. If she steals them mid proc, they start processing the other way. Biggest Achilles’ heel is Entomb, and of course, she has agoraphobia (fear of the wide open empty board, lol). Even if you swapped out the whole N’zoth, the Corruptor package, you want to keep this in.
Acidic Swamp Ooze: A combination early board presence drop with added utility against weapon classes. No real explanation needed, except to add that the Youthful Brewmaster can get you a couple uses out of it, if deemed needed. Warrior’s Gorehowl or Paladin’s Ashbringer can either one certainly warrant that. For those who really hate the intentional lack of draw in the deck, you could sub Harrison Jones here, or elsewhere.
Argent Squire: It’s a solid, sticky one drop which helps the early game a lot. For those who aren’t on board with it, I would suggest that Finley is probably the best alternative, because of his fat rear end and the switch to a potentially better hero power.
Argent Horserider: Like the Argent Squire this is really intended more to help with early board presence, as removal, a 2/1 that deals two, like Disciple of C’thun.
Blood Knight: There are a LOT of decks playing divine shield minions, not just agro paladin. C’Thun’s Chosen’s are in all C’thun decks. Argent Squires and Argent Horseriders are in many, many agro builds. All three of those bubbles in this deck do their own jobs well and are only peripherally meant as an occasional assist to the BK. It is more important to strip opponents’ bubbles than make this big, though it getting bigger is a bonus. If it has to be played on curve, as a vanilla 3/3, it’s no worse than a Mind Control Tech in the same position. For those who don’t get it, feel free to sub MCT, but personally, I find the early game stripping of a bubble or two is more swingy than a random grab from 4+creatures, which involves a lot more RNG and has no early game value. But it’s obvious that I am in a minority here. No need to hate me for it, just sub if you don’t agree. Another viable sub is Brann Bronzebeard, everyone’s favorite target. I find he rarely gets a chance to do more than give you a second scarab or curator option, but that can be huge. I certainly understand why many would prefer him. There is always the dream of doubling C’thun.
Youthful Brewmaster: I find this card preferable to Brann Bronzebeard because of his interaction with cards like Acidic Swamp Ooze and Reno Jackson, in addition to other battlecries… he just lets you get a second battlecry from more of the cards than Brann does overall. He also effectively ‘heals’ cards, or lets you play something like Argent Horserider twice in one turn. And he gives you a safety valve for Baron Geddon. If you really want Brann, I would sub him for the Blood Knight, and keep this card in.
Reno Jackson: In the current meta, where there is so much agro, and likewise, when some control decks just run you till both players are out of cards, there are few answers as good as Reno Jackson, especially when you can sometimes play him two or three times in the game (via either the Youthful Brewmaster or the occasional Thoughtsteal or Shifting Shade acquisition, or off a Hunter’s Freezing Trap). About the only thing he can’t buy you at least a turn or two for are the one turn kills when they are set up, or if you have lost total control of the board. This, for me, is an always keep on the mulligan. For those who think he has no place in Priest… I just don’t agree. There is no comparison between two heal a turn and up to 29 heal in one turn. For the class considered by most to be the weakest, it feels to me like a card which to build priest decks around, to help turn some of the too-many losses into wins. There are trade-offs, yes. The biggest one for me being that we don’t play Auchenal Soulpriest with Reno Jackson, as it can kill us. Which is why I don’t have the Soulpriest and its combo(s) in the deck, and why I focus on every other AoE option available. If you are comfortable juggling around the interaction, you can try it. I prefer not.
Wild Pyromancer: Most of the removal in the deck is focused on some form of Area of Effect, because the creatures are meant to help in the one on one removal battle. Wild Pyromancer is just one more piece to that AoE package, even if its one of the less spectacular. The deck has more triggers and potential triggers than first glance reveals, though. True there are only 5 trigger spells directly in the deck (Shadow Words Pain and Death, Thoughtsteal, Entomb, and Holy Nova, the latter for which WP acts as spell power), but up to four more triggers are available via cards obtained off the Thoughtsteal, Jeweled Scarab, and Shifting Shade. Plus one more if you have coin. That's a total of up to 10 spell triggers. Sometimes you will also Discover or Deathrattle into more card advantage cards (like those from a second Thoughtsteal or thought stolen Scarabs, etc.) which can grow the number of spell triggers even higher. With your ability to heal the Wild Pyromancer, you can use it up to three times in a turn, more over other turns. Given this setup, it factors into choices of whether to use a spell as removal or a creature… all other things equal, use creatures where possible and save the spell as a trigger for this later if you haven’t played it yet. But, even as a vanilla two drop it is a 3/2, which is a good aggressive play on curve sometimes. If you have to play it that way, don’t feel bad, man. That’s often what its best for.
Baron Geddon: This is another of the creature based AoEs. Serving an important role along with the Doomsayer, Wild Pyro[/card], Holy Nova, Excavating Evil, and C’thun. This is a card which is a little better in Priest than other classes because your heal ability will let you keep creatures with big enough hind ends in play even taking two each turn, and/or let you heal the face damage. Against a class like hunter, if they have a secret in play which you think is Freezing Trap, but no they have not drawn another answer, you can just let it sit there and clock them each turn until you can trigger it with something else (preferably a battlecry guy, like Reno Jackson). If he has done his job, but you don’t want to keep withering, he can be brewmastered back the next turn after attacking.
C’thun cards: These are all self-explanatory, and touched on in the spoiler above. This C’thun’s cultists are only trying to get him to 10/10, to empower the Twin Emperor and the Twilight Darkmender. Anything more is just gravy. There are a few more options, which you can sub in at other slots if you want to increase the C’thun package’s weight. I personally am fine with how the balance dilutes the top end of each of C’thun and N’zoth, the Corruptor, but for those who prefer to weight it in one direction or the other, go for it. It’s even fine to completely remove one package to totally beef up the other (with the exception of must-have Sylvanas Windrunner). I found that easier to do by removing deathrattles and N’zoth, the Corruptor and adding C’thun cultists, but that was partly because I don’t own some of the rattle card options like Deathwing, Dragonlord or The Skeleton Knight. In the end, after experimenting, I like the balance a bit better in a meta with a balance of other C’thun and N’zoth, the Corruptor decks. If I was seeing mostly C’thun decks, I could see weighting it more toward that side, but even then, there is real value to being able to recur at least the 2nd Sylvanus… even if you have few other N’zoth, the Corruptor ‘targets’.
Notable Exclusion (not already mentioned above): Justicar Trueheart was in this at one time... I took it out for two reasons. One is that it was so easily killed, that it was too big a tempo loss to play it and have it die every time right away. The other is that as great as its ability is in non Reno Jackson builds, I find that you can really only play one or the other well... the argument some have had that Reno has no place in Priest (which I disagree with) is true of Justicar in builds that are using Reno. Reno and Darkmender do not synergize well with Justicar. Likewise, the choice to leave out the Soulpriest factors into this analysis. For those of you who believe Reno does not belong in a Priest deck, you are welcome to play Justicar, Soulpriest, etc. to your heart's content. They just are not in the gameplan here.
Videos
Thanks to Khristophesaurus Dinosaurus for this video, three games, showing how effective the deck can be against a variety of classes (Hunter, Paladin, Rogue). I became his 5002nd subscriber from his YouTube page for this video (link in properties of the video).
Thanks to Choops and the Choops Report for the video! I subscribed to his channel, too. His shows a win against Druid and a loss against Priest.
Likes/upvotes and comments much appreciated if you have time. May add more later, if I have a chance. Video, mulligan/matchup tips, etc. Also, check out some of my other decks, if you have a chance.
I made one Hunter deck parodying the Mad Max movie call Madd Rexx: Whispers Road for fans of that movie.
Fans of M. Night Shyamalan movies might like my old M. Knight Redeemalan guide (dated deck, though).
Fans of Bob Dylan may like my Everybody Must Get Pwn'd decklist and guide.
I have a full guide for Aggro Freeze Mage (pre-WotG, too).
There are others...feel free to look. I welcome followers, too. Thanks!
Meanwhile, I always answer questions and most comments. Thanks for reading this and would love to hear how you do or what tweaks you make to the deck!
what wrong with heartpwn in last year. 90% - is horrible deck's like this
This deck looks like someone just closed their eyes and clicked on some random cards. I don't see any plan or structure. Why is Yogg in there? Blood Knight what? I have no idea why this is still on the front page...
The plan and structure are now defined with those respective headers in the article. I listened to everyone about Yogg being a reach and took him out, adding Doomsayer.
Based mainly on your feedback, I also added some text to the article help on the "what?" behind Blood Knight, since it does seem to need more explaining. Makes some sense for those playing in the low teens where every third deck is C'thun lately and many others have Argent Squire or Argent Horserider in them.
Wild pyro, Yogg useless here.
I conceded that the Yogg was a stretch and added Doomsayer in its place.
Wild Pyromancer is not useless, there are 5 trigger spells in the deck (including Holy Nova that it acts as spell power for, and the rest for which it will trigger), up to four more off the Thoughtsteal and Jeweled Scarab, and Shifting Shade, and yet one more if you have coin. That's a total of up to 10 spell triggers. Sometimes you will also Discover or Deathrattle into more card advantage cards (like addition Thoughtsteals) which grow the number of spell triggers even higher.
With your ability to heal the Wild Pyromancer, you can use it up to three times in a turn sometimes.
Even as a vanilla two drop it is a 3/2, which is a good aggressive play on curve sometimes.
That is not useless.
Excavated Evil will kill the Pyromancer before it triggers!
You are right, they hotfixed the bug that allowed it to trigger awhile back, I forgot. I edited the post above accordingly, to take it out of the count of triggers, but realized I left the Shifting Shade death rattle out, too, so the overall trigger count is unchanged.
I'd swap out Argent Squire, Blood Knight and maybe, Argent Horserider. The point of Blood Knight is just to pop out the shields right? Too unreliable to make it work. It's not worth it in my opinion because sometimes you just drop a 3/3 doing nothing. they take precious deck slots. Instead of Squire I'd put an Injured Kvaldir if you want early board presence, you can heal it next turns and can make some trades.
Also I don't see Doomsayer. Where is Doomsayer??? In this kind of decks he is soo important that it slow down your opponent or he needs to remove it if he doesn't want his board cleared, which means less removals for him.
The deck idea is good, but with some tweaks it could work
To summarise,work with these tweaks:
-Argent Squire -Blood Knight -Argent Horserider -Twilight Darkmender -C'Thun -Yogg-Saron, Hope's End
+Doomsayer +Ragnaros the Firelord +Ysera +Emperor Thaurissan +Darkshire Alchemist +Power Word: Shield +Acolyte of Pain +Injured Blademaster
PD: I just realised, you could consider Defender of Argus and Brann Bronzebeard too. Some taunts can help you stall out the game, and Brann has immense synergy with the deck. You could not add some late game minions in favour of those
This!
Thanks! Did you just looked at the list? Many of your suggested substitutions are exact suggestions throughout the article for people who don't like some of the choices (Ragnaros, Emperor Thaurissan, Doomsayer, were all directly suggested as possible subs).
I had Brann in, though you can see I removed him in the deck revision history. I found him to be a win more card, but agree he has great synergy and would be a valid sub, I had not really thought of Defender of Argus, but agree it is a good card for those who wish to go that route. LIkewise Injured Blademaster and Power Word: Shield are worthy if you prefer them over other cards.
I respectfully disagree with the addition of Acolyte of Pain. I sometimes deliberately hit opponents' Acolytes for 1 pt and 2 when I can (or leave them 1 and 2 pt targets) in order to force cards into their hand and bring them into fatigue range faster when the timing is good. You generally do not want to be drawing into this deck faster than the opponent draws into theirs. You actually want that gap to grow, as long as you can maintain board equality or superiority.
I also disagree that Twilight Darkmender is redundant with Reno. You can see where others complain that they sometimes did not draw Reno fast enough... The Darkmender gives you a second option for combining board presence with life gain early. Especially in games that go to fatigue, Of the three life gain options, I find the Justicar Trueheart to be least reliable because of its low toughness and low early impact on life gained. If I were going to take one out, that would be the first to go. I kind of like Darkshire Alchemist, and in place of the Justicar, its total of 9 (4/5) has better toughness, costs one less and give a higher immediate restore, so that is something I may try.
I definitely appreciate the time taken to comment. Did you actually play the build at all though? Or is this all strictly theoretical advice made before seeing how it plays? I mean, seeking an 'undiscovered' deck does require trying some things that no one is really trying. But you have to actually try it.
Your point totally makes sense, in a distant theory - 'If your goal is to outlive your opponent and win by fatigue, max your deck durability and make him eat through theirs.' But there's no point having a nice fatigue-cushion if you don't get the right cards, and get kicked on the balls by early-mid game. Your draw engine doesn't have to pump cards out of your deck until you have a hand full of answers/counters/agressions. But it is imperative that, if necessary, you are ABLE to draw to deal with the situation. And YES, ping that opponent's Acolyte to hell!!!
This I like. I totally agree with this, and your arguing sort of refers to what I suggested before. Sometimes you don't get Reno in time; you can have another similar-purposed card, and/or be able to draw. Both increases the chances of having the necessary cards in your hand.
Thanks for the feedback. I see your point. I guess if I were to try and squeeze a draw card in, I would prefer something more multipurpose like Azure Drake... although maybe the Acolyte makes more sense with the Wild Pyro in the deck. I have to admit, as currently structured they always beat me to fatigue by 3 or more cards. Usually its right at about three, but sometimes as high as 5, so maybe that is a gap that needs closed. The life advantage you have by then is generally quite a bit, too, except maybe against control warrior, for which I guess you could just hold it as a dead card. That is one matchiup that probably would really appreciate the Azure Drake more.
With the addition of early game minions, the deck looks decent. Tried it for 3 games and so far it has a lack of focus. Against aggro warrior couldnt find the reno and died in 6 turns, against cthun druid i had to use nzoth for only cairne, against zoo i started with a pretty good hand however got killed by a leeroy combo. I dunno, maybe i was just unlucky but it would be better to focus on one of the gods
Thanks for the feedback. Sorry you had those breaks. A 6 turn win is one of those that just happens to any deck sometimes. N'Zoth for Cairne only is less than optimal, but still considered a great value play. Zoo is an unfavorable matchup for sure, but the haste/ power overwhelming combo is their burst win condition against everything, not just this.
Maybe it is bad luck, maybe not, but three games is a pretty small statistical sample. I have beaten and lost to all those archetypes, it happens. I need to track it for a large sample like the 120 or more I did for Freeze Mage to see some real trends. Allowing that my bad plays will probably skew it toward a lower percentage than a really good player would, lol
If you want to tighten the focus though, definitely take out Yogg. I do suggest some substitutions in the article.
Sorry man but slow priest is a bad priest. This deck just cant compete with current warrior deck lists. Why play this when you can play 100% reliable warrior list. This is very inconsistent because you wont be always able to get reno against aggro deck on time (more like you will never get it) and just once again why would anyone play this deck competitively when control deck spots in current meta are very competitive and priest will never excel in control with current cards no matter how you make your deck. This class is just very slow. If you are looking for a "sacred secret deck" it will probably be something temo / aggro oriented since control side of priest is known and warrior is just much better at it. Also please include entomb, this card is must-have in control decks
Hey, thanks for taking the time to comment. I updated the deck with some tweaks to make it a little faster on the front end, and help it with early board presence. But even so, it is called a 'grinder' deck for a reason. Grinder decks are slow.
If everyone played the same deck and never tried anything new, how would that help the state of the game? I am trying to help make an underplayed class more playable, not create the next meta defining net deck.
But no need to apologize. Give it a shot? I did include Entomb in the edit, and agree that was an oversight for sure.
No offence, but this seems like a pretty bad idea to try and force Reno priest, more so if u include Cthun and Twilight Darkmender, if u just put 2nd one in the deck, its pretty much the same thing as using Reno most of the time (especially if u combo it with Brann) and u dont have to run shitty cards to compensate ...
PS: Entomb > Convert, sure u can copy enemy Sylvanas, but after u kill her u need to deal with her again (nzoth), if u entomb her, u dont.
I did take convert out and add Entomb in the lastest edit.
But I not only like Reno, but the added versatility of having 30 different cards. Except when someone jacks you up with a 2nd excavated evil insertion, lol.
This list seems really promising. However i have one question, why isnt entomb in the deck?
Also would adding strong 8 drops such as rag be effective here? (im really new to grinder priest so im not too sure)