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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- 14
- 57
- 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!
The most pathetic and lousy deck ever. Even at rank 20 you get wrecked by nearly any other deck. Just BS.
Reno jackson in priest ? I think control hunter could work after seeing reno in priest
Ha! It will probably come as little surprise I have a control Hunter list with guide, also. Its written a lot more humorously, as a tribute and parody of "Mad Max: Fury Road". Called Madd Rexx: Whispers Road, its here for any interested. Not a ladder climber, it is definitely more of a fun deck.
Zabij się
Well Entomb seems super good in the META LUL !!!
Thanks so much for recording this! I only wish I hadn't got so many downvotes before people could have had a chance to see from your examples that much of the harshing was not so fact based.
Nice three wins, including against Hunter, Paladin, and Rogue. Thanks for illustrating the value of Reno, too. So many were saying that the deck cant work. I especially appreciated how you made the right calls to play minions without so much regard for the battlecry when you needed the board presence. This is how I play it, too.
Love the cover screen, lol! I will put the video in the article. Doubt it can get upvoted back to the main page, but who knows?
Hahaha yeah it is fun to play so thanks for sharing it yoh XD ! Really? Yeah, the deck is really good against other N'Zoth decks which seem to still be prevalent on ladder so that's weird people said it was bad D: !
I heard one of the pro players on stream say that this game is a lot about board presence and if you watch them as much as I do you know that if you have to opportunity to make a play and/or develop the board you better do it because next turn your opponent will have the best cards against you LUL !
I also was wondering where the deck went at first because I had the deck ready 2 days ago but then it disappeared for a sec :0 !
That hunter though, wow.
XD
I'm pretty sure Ben Brode didn't mean creating a reno priest when he made those comments.. thinning out a control priest so much so just to include Reno? when half of priest's cards heal the hero? I don't even need to try this deck to know it would get destroyed by aggro, let alone midrange.
Whenever you can say a deck is "compartmentalized into several packages," what you actually have is a deck with too many moving parts and diluted synergies that will never actually happen in a real game.
The games can be long, so I don't get as many in a day as I would like, but I went 7-2 yesterday.
So, I am seeing the synergies happen all the time. There are synergies between the packages.
What you and some others are saying is sort of like saying a basketball team should all centers or a football team should have all quarterbacks. Diversification of utility across various strategic roles empowers tactical execution.
This is why Reno works so well in this deck, because it empowers diversification of strategies which, as a coherent whole, add up to repeated net gains in the cumulative war of attrition over the course of the game.
Mate you went 7-2 at rank 17 don't get too excited! You should really listen to some advice, the comment is spot on, the deck really has little focus with some very odd anti-synergistic choices. Its just never going to be effective to mix so many different strategies together like this, especially with no card draw you'll often be missing the cards you need to make any of your multiple strategies work.
Also its a pretty pessimistic position to fill a priest deck with neutral cards, you say you're looking for a solution to make priest work but you must really have no faith in the class this way! You're just not working to any of the class's strengths.
Just saying that unlike the haters who are condemning the deck without actually playing it, I am playing it and winning with it. I dont really care if it conforms to what anyone else expects... winning is winning. The rank is relevant, yes, I am not saying the deckis legend worthy or that it wont have to adapt to have a chance at higher ranks...that is a process all decks go through.
As much as I dont care for some of his posts here, Zeropoint has a thread about how bad Priest class cards are, and he has a good point. Thus the need to rely heavily on neutral cards to win with Priest.
At the end of the day, I want to get closer to the Golden Hero. That takes wins. Wins at 17 count as much as wins at 5 or Legend in that regard. I am not shooting for pro points or anything. Just having fun. Its not that deep.
I am curious about what you would call 'anti-synergistic' about the deck, specifically, though? All Reno decks have a 'random' look to them, but I have tried to explain the careful thought that went into this different set of choices. For example, Priest has terrible draw cards, so this uses other ways to generate card and board advantage.
Its funny, some people post hate that its been done before and wont work, others that it looks completely random and wont work. Yet I am playing it and having fun, and winning around 60+ percent of my games. If they werent so long, and I werent spending so much time in this forum, I might actually be able to get higher... cant do anything about the game lengths, maybe I should quit paying attention to all the hate and play.
If anyone can point me to some good way to record games, I would gladly record them and show how it should be played to win.
First, there's a difference between hate and criticism. Most of the comments I see here are reasonably civil.
Second, no one doubts that you are getting wins. You needn't post any evidence. The reason the deck is drawing criticism is that its title seems to imply that this is the "undiscovered" deck that proves that Priest isn't a terrible class -- when you yourself just admitted that Priest cards are mostly pretty weak.
If most of your wins are at low ranks, you can't claim to have a good deck. I'm sure its a fun deck, and that's great -- I like to play fun decks myself. If it's getting you closer to golden and you don't really care about hitting legend, more power to you. I actually wish more people would play to have fun.
But unless you clearly label it as a fun deck, people are going to expect it to be competitive, which it really, truly isn't.
A "Traditional" N'Zoth or C'Thun Priest are simply better than this deck. You weaken an entire deck for Reno which Priest doesn't really need because, you know, Hero Power and spells.
I Call BS on this deck.
Edit: Same question as the previous post, how do you draw cards?
Thank you for taking time to post a comment! I appreciate most comments, even those I don't entirely agree with. They help keep the deck rating high and counter some of the priest hate from the down-votes and dislikes.
A 4/6 for 6 that restores up to 30 life is not something that Priest cant use. It counters Alexstraza, and resets your clock against aggro flooding. It buys you valuable time so often. Hero Power and spells can not compare to that or to the Darkmender's ability, and the fact they also both create decent board presence even without the life gain is too good for the price to be overlooked.
I posted an answer to the draw question below.
How do you draw cards ?
Priest is pretty notorious for both having poor draw options in the class, and for often going to fatigue. Given these factors, I did not want to try to force non-class draw options or clunky class combo draw options which would also work against you in the fatigue game. Draw is not the only way to get card advantage, thus the paragraph in the article that says:
I should have also mentioned Jeweled Scarab. While it is true people generally prefer to draw into their build, these options often yield a lot of versatility you would not get from your own cards. Discover also let you choose from several options whatever is best suited to the current state. Curator can give you access to 2nd copies of key Deathrattles or to ones that you likely dont want eating a slot but which might be situationally good (like the 12/12 Dragon, or The Skeleton Knight}.
I do mention in the article that for those who prefer to have some draw that Azure Drake or Acolyte of Pain seem the best options, depending on personal preference.
I almost always have more cards in hand to choose from to play than I could ever play out in a turn. The creatures are mostly sticky and trade well, or battlecry/rattle you into more cards in hand or play. And the spells give card advantage also. It adds up over the game, usually.
This is a <bleep> build that has been done before and DOES NOT WORK. You are going to be dead by turn 8, and that's if you're lucky. Ben Brode is laughing at you all for even trying because priest DOES NOT have the tools necessary to compete. This so called 'Redemption Priest', as I like to call it (Redemption is aptly named, considering the shitty Priest decks we have had to put up with since Hearthstone's inception), does not exist. If it did, it would have been found, or he would have given a clue on how to find it. Instead, he's wanting us to find a viable build so he can save face and say, "ha, I told you so! Priest does not suck - quit your damn complaining!"
Priest is my favorite class - but, unfortunately, it is a class that is ruined by CONSISTENT shitty cards, expansion after expansion. Lightbomb and Entomb were the only good cards in Priest's arsenal, and we've already lost Lightbomb and we lose Entomb on the next expansion.
Priest really does not need new cards; instead, he needs all of his basic/classic cards to be rebuilt from the ground up because they are god awful.