LEGEND Chansey Priest [Revamped!] (Jan 2017)
- Last updated Feb 1, 2017 (Gadgetzan)
- Edit
- |
Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: OTK Priest
- Crafting Cost: 15200
- Dust Needed: Loading Collection
- Created: 1/30/2017 (Gadgetzan)
- user-30447799
- Registered User
-
- 1
- 1
- 10
-
Battle Tag:
Zneasel#2845
-
Region:
EU
-
Total Deck Rating
15
This is my take on Kripparian's Chansey Priest OTK deck (here's the original video). I fell in love with the deck as soon as I saw it, decided to try piloting it to legend, and succeeded! It turns out that there's still room for fun decks to shine.
Proof: https://www.dropbox.com/s/6qgwy09dvemk0cj/Foto 2017-01-30 09 40 07.png
The combo is the following:
- Play Raza the Chained to make your hero Power free.
- Wait until you've got Spawn of Shadows, Garrison Commander, Sir Finley and Shadowform in hand.
- Play Spawn of Shadows and use your hero Power 6 times in one turn (24 damage), +4 damage from Shadowform, +0-4 damage from Finley, giving you a 28-32 damage OTK combo.
The deck is extremely fun to play and has good matchups against many popular decks, especially midrange/jade Shaman, which is everywhere on ladder these days. It also performs well against Reno Mage, Renolock, Control Warrior, Dragon Priest and Jade Druid. It struggles against Miracle Rogue and Pirate Warrior.
I started off with Kripp's list, but on my way to legend, I made several changes, making the deck more well-balanced. The goal with this deck isn't to stall - it's not a control deck. Rather, you try to draw your deck as fast as possible (in order to collect the combo pieces), while generating efficient threats (Kazakus, Drakonid OP, Netherspite Historian) and board clears to keep up the tempo. Kripp also played several hit-or-miss cards (e.g. Jeweled Scarab, Kabal Courier), which don't perform consistently enough at higher ranks. It's fun when you pull a Coldarra Drake with Kabal Courier though...
I highly recommend you to take a break from Pirates and Tunnel Troggs and try this deck out, you won't regret it!
If you have any questions regarding card choices or matchups, feel free to comment.
I like this deck as an idea but there is no way to deal with big minions is there? I swear Blizzards matching is rigged bullshit, I have never played vs a chansey priest before but the first game i try it BAM i am VS a mirror and then 5 games straight vs reno lock and they just rushed out mountain giant and GG. Is there a way to deal with this i don't understand?
ehmmm.... shadow word: death? it's like the most efficient answer to mountain giant in the game, save for maybe aldor peacekeeper. depends on how much you value a 3/3 vs. a 1/8 i guess.
i personally play this kind of deck in wild, so this might not be relevant for you. but i play with the obvious sw: death, plus an entomb and vol'jin. the vol'jin sounds weird, but it's basically an insane firelands portal. opponent plays ysera, you pay 5 mana to effectively kill ysera and summon a 6/12. in a deck that can actually do the necessary 2 damage, it's basically a mind control for half the cost. and this deck is obviously perfect at consistently dealing 2 damage. the raza + shadowform combo is obvious, but in some matchups you want to hold shadowform for your OTK. even in these matchups you have smite and holy nova, plus several cheap minions that can trade for 2+ damage if you set them up on board in advance, i.e. loot hoarder, gnomish inventor, kabal talonpriest. so activating vol'jin has never been a problem for me, it's only ever a burden if i'm up against pirate warrior and really need to top deck excavated evil or ooze, but i get vol'jin instead. but that's how all cards are, you have a dozen reactive cards each for dealing with their own situations, and you have a dozen proactive cards that you just don't want to draw when you need removal. can't be avoided, in these contexts vol'jin is no worse than sw: death, but it's certainly WAY more value in attrition matchups. but you're a reno deck so you need both. i don't really hold onto vol'jin hoping i can use it on a ragnaros or ysera. i just think of it as a firelands portal, and use it the moment it grants me some kind of tempo. if it hits a doomguard, it's basically "5 mana 6/7: deal 5 damage," which is absolutely absurd. a cheaper boulderfist ogre that deals 5 damage :| even if it hits azure drake or sludge belcher you're still happy. compare to the only other 5-drop in the game that can deal 5 damage to a minion, bomb squad. it's a 2/2 that hits YOU for 5. and vol'jin can do way more than 5 damage, i.e. the rare blowout vs. ysera or deathwing. it's just a crazy card that's worth running in any deck that can deal 2 damage. imagine if it was a rogue card, in the very same meta as backstab and jade shuriken. absolutely insane that such a card would go overlooked, but it mostly comes down to priest not having cards like backstab. but raza + shadowform is basically infinite backstabs without spending a card.
as for entomb, i only run it because wild is full of people running cards like tirion, sylvanas, even ysera. sometimes you have to entomb something because its deathrattle makes killing it useless. but in a lot of cases i entomb something just because it's gonna push me ahead in an attrition war, primarily in matchups with other reno decks. if you can entomb their sylvanas or antonidas or thaurissan, yes you've removed a huge threat. but in some contexts it might even be worth entombing the 3/3 kazakus body simply because you're giving yourself a 2nd kazakus, which might be just what you need to beat reno mage. you beat ice block the moment they enter fatigue, as kripp showed in his original video on this deck. but to actually keep up with them until fatigue is gonna require a lot of value and a lot of answers, especially in wild where everyone runs n'zoth. either you need to keep them on the defensive rolling into the later turns and be able to refill the board after flamestrike or frost nova + doomsayer, or you need the 10 mana potion with mass polymorph + rez 3 minions. in those matchups entomb is really strong.
but in standard i'm not sure i'd say entomb is worth it, at least not in this kind of deck. it's only strong in attrition matchups, and it's not as strong in this deck as it is in n'zoth priest or dragon priest because your deck is built around 5 cards which no other deck is running. if you have entomb for a sylvanas, that's great. but it's possible you might end up drawing that sylvanas instead of one of the combo pieces when you'd be able to combo off and win that turn if you could just draw it. so entomb is worse here, not just because you can't take as much advantage of stealing the opponent's minions (i.e. having n'zoth makes entombing sylvanas way more valuable), but also because you're diluting your deck with cards that don't help your combo or cycle for extra cards. in standard, where tirion and sylvanas are hardly a thing, it's harder to justify entomb. it's a halfways decent answer to aya blackpaw, but it does nothing about the golem summoned by her battlecry so it just feels desperate. i'm not sure i'd run entomb in standard, period, unless you're in a little pocket meta on ladder where everyone is playing dragon or reno priest and running ysera, since you NEED to answer ysera and entomb is the only single-card answer besides mind control.
but ysera reminds me, the main issue with priest's removal is obviously 4-attack minions. you CAN remove mountain giant, and you CAN remove brann bronzebeard, but you can't remove twilight drake, reno jackson, or ysera without a serious card like entomb, or some multi-card combo. so you could also really shift the deck around and start adding combo answers. pint-size potion + cabal shadowpriest can steal any minion with 5 attack or less. that means ysera, twilight drake, emperor thaurissan, sylvanas, etc. basically it works for everything shadow word: death doesn't, in the same way entomb does. but it also has other functions if the opponent never plays any big minion you want to steal. you can play cabal shadowpriest on an imp gang boss and you can play pint size potion basically as a circle of healing, because debuffing enemy minions' attack prevents your minions from taking dmg in the trades, which is functionally identical to healing them, only it's better because they may not have enough health to actually survive a trade at 1+ hp to be healed. so pint size potion really is a great card, but using it for that purpose requires a slightly faster deck. you'd have to tweak a lot of things, not even sure it's all that viable in a reno deck because you'd really want to have a lot of 1/2/3-drops which can trade. but pint size potion also works with confuse and shadow word horror. any minion with 3 or less attack will just die to PSP + confuse, and shadow word horror will kill anything with 5 or less attack. these are potentially really powerful combos. i just don't run them personally because this deck does not have a lot of room to play around with. you have so many key cards which can't be replaced, period — so you'd have to swap out card draw for more combo plays, which makes both combos less consistent. i.e. drawing raza, finley, and confuse, but no shadow word horror and no shadowform or garrison commander. priest only ever played combos like auchenai + circle during those periods when it had no single cards that did the same thing. entomb left standard and dragonfire potion was not released, so filling 4 deck slots with auchenai + circle was worth it compared to 2 deck slots with excavated evil. nowadays you just don't really need combo AOE plays since you have dragonfire potion, and in wild you have lightbomb. it's really a shame because i think the pint size potion plays are way more compelling and interesting, and way more powerful but variable. like if you can go double pint size potion + horror, you can kill 7 ragnaroses for 6 mana. it's totally bonkers. but it's just not worth cutting out all the card draw, i think.
another thing to remember is that it's a kazakus deck. if your opponent starts playing big minions before you have time to play kazakus and cast his potion(s), then yeah it's not so helpful. but if you can get kazakus on an empty board on turn 4, you can polymorph whatever they play and resurrect 2 minions on turn 5, all with a single card that you discovered to begin with. so you can never say that any deck running kazakus is short on answers to big minions. kazakus can potentially kill ANY minion, or even 7 of them. the odds are just in your favor to roll a potion which somehow counters whatever you need it to, which absolutely compensates for the reno deck's inability to play two deaths or two entombs.
you could always play the post-nerf big game hunter if you're really running into that many mountain giants. whatever happens it's impossible for them to play mountain giant before you are capable of summoning BGH. if you're going 1st then you're going to have 5 mana right after the earliest turn the opponent can summon mountain giant, turn 4. and if you're going 2nd then you're going to have 4 mana plus a coin at that point. i would never consider running BGH in priest but maybe it works in a highlander deck.
What about adding Auctionmaster Beardo?
Well I tried it, but as you said not enough spells in this version :'). The deck is fun to play though!
Hi, I'm 12-13 so far starting from rank 20.
Can you tell me what you mulligan for?
Good day guyyz! Can you please explain how this otk combo works? Like step by step. I built it now an just killed myself with Spawn of shadows damn son. First time playing reno decks. And 2 weeks at HS for now. So, would you kindly help me?) <3
you need to get in hand [card]Shadowform [/card], [card]Sir Finley Mrrgglton[/card], [card]Spawn of Shadows [/card], [card]Garrison Commander [/card] to make maximum damage
[card]Raza the Chained [/card] must be played before this moment to make combo possible
look, first you should play commander and spawn of shadows, then use twice your hero power, then finley's and shadowform hero power
maximum damage is 4+4 (from your original hero power), then plus 6+6 with shadowform and finally from 4+4 to 6+6 damage from finley (if you discover hunter's hp)
so maximum amount of damage is 8+12+12 = 32
clear the board with removals, be in nice relationships with reno and it's done :)
Thank yoooou <3
Is an incredible deck, I have found it easy against pirate warrior (6/10) and the shaman in general (7/10). The most difficult thing is a dragon priest (3/10). Warlock is easy if you steal properly and save massdispel for the draco. Reno mage is free victory (if rng does not help you). I'm currently 20 w 9 L. (sorry for my eng)
I currently only encounter shaman jade, rogue I've only lost when I have no response to azure drake, and warrior pirate is still a 50/50 coin. I do not use ozz, I have finally stalled in rank 4, the truth is that I have lost more luck from the opponent, or the last card in my deck is something of the combo. My final statistic is 63 w 38L. I will continue playing until I have the golden priest. I need 38 wins more. (again sorry for my english).
Wow this deck actually works pretty well, won about 8 games in a row now.
Hmm... I think I'm lack of Garrison Commander can he be replace??
Oopss Sorry.. Just realize I don't have Garrison, I believe he can't be replace.. Nice deck though..
The more I play this the better it gets, I gotta ask tho, is gnomish inventor necessary? I've drawn it and been glad for the card draw but I can't help feeling it could be something better, thoughts?
Grade A trash deck.
I've also had fun with my own version of this deck, but really only in casual. It seems unrealistic to me to make it to legend with it.
The number of dragons seems awfully small, you never had an issue with drakonid/netherspite sitting in your hand waiting?
I've considered adding copious amounts of draw like that, but it seems too innefficient. The meta is so fast that wasting time playing crappy bodies like inventor or engineer seems pretty debilitating. Mass dispell is extremely situational too.