Upon seeing the reveal of Radiant Elemental (Basically a better sorcerers Apprentice for priests), and Shadow Visions (This card is insane) I started messing around with creating a OTK priest deck, as I figured cards like Lyra, and Shadow Visions would let me discover/draw my Divine Spirit/Inner Flame combo much more consistently.
I started out the new patch on a 15-0 winning streak and quickly went from Rank 17 to Rank 10. I've made quite a few changes from the initial deck I was using and just hit rank 7 today, which is the highest I've ever been (was 8 a few seasons ago)
On top of having a lot of success with the deck so far it's really fun to play and there are multiplle win conditions, it's not even 100% reliant on a Divine Spirit+Inner flame OTK.
Before we go any further here is the current deck list I'm working with (Feel free to make an suggested changes it's still a work in progress):
Explanation of card choices
Circle of healing x2: This may stay or may go, they were a replacement for the silences in the previous deck. I like the 0 cost spell for buffing up Mana Addicts or chaining with Lyra. They can also be used to draw cards early with Northshire Cleric.
Inner Fire x2: For Divine Spirit+Inner Fire combo.
Northshire Cleric x2: Basically an auto-include in any priest deck. Helps us draw our more important cards, but even at 1-3 itself it deals with early pirates decently, and can be combo buffed into a threat itself if needed.
Potion of Madness x1: Not entirely set on this one yet. It's nice for a bit of an early tempo swing (like making patches and another one health pirate kill each other). It's also another nice spell for chaining with Lyra or buffing Addicts/Adventurers as it's 0 mana with a Radiant Elemental.
Power Word: Shield x2: Keeps our scaling minions alive with a bit of extra health, helps us draw our important combo cards, and also contributes to the Divine Spirit+Inner Flame combo.
Divine Spirit: The other half of the classic Divine Spirit+Inner Flame combo.
Radiant Elemental x2: This card is amazing. Makes all of our spells 1 or 0 mana, great for chaining spells together on Lyra or to buff Addicts/Adventures.
Shadow Visions x2: Discover a spell from our deck? Yes please. Makes drawing the Divine Spirit+Inner flame finisher combo much more consistent. Can also discover itself over and over to buff Addicts/Adventurers.
Kabal Talonpriest x2: The +3 health not only helps keep our small but important minions alive early, it also adds 6 damage to Divine Spirit+Inner Flame finisher, and the 3 mana 3/4 is a solid body on the board early as well.
Mirage Caller x1: Not completely set on this one yet either. I could see myself leaving it in, taking it out, or even adding a second one. There's a lot of different uses for the card whether it be copying a Northshire Cleric for extra draw, an Addict or Adventurer for extra damage, a Radiant Elemental for 0 cost spells, or Lyra herself for even more ridiculous spell chaining. You've got a lot of options with this card.
Lightspawn x2: Not sure about these guys yet either, just added them recently. They're nice in the sense that you don't need inner flame, just Divine Spirit is enough, and a 4 mana "5"/5 is nice early, but there may be better options here. (Let me know if you have any ideas)
Priest of the Feast x1: This card probably isn't necessary. I had two greater healing potions in my first revision of this deck and I wanted something to replace that healing when I removed them. At 6hp it's also a solid target for Divine Spirit+Inner Flame, but it's another card in the deck that is probably replaceable.
Tortollan Shellraiser x1: 2/6 taunt with a deathrattle to give a friendly minion +1/+1. It's great for buying you time against Aggro decks, protecting your Addicts/Adventurers, and is again a solid target for Divine Spirit+Inner Flame. I really like this card so far.
Lyra the Sunshard x1: Everyone said this card was trash when it was revealed. I wanted to make it work. This card was a big part of the reason I made this deck, and I figured it would be the big win condition, but honestly I've been winning most games before getting to Lyra. If you don't have this card the deck is playable without it, but it's very nice to have if the game goes late and you're running out of steam and has allowed me to make some pretty absurd comebacks now and then.
Mana Addict x2: These can easily be massively buffed up via spell chaining with Radiant Elementals and all of your cheap spells. If 1 or two of them survive to attack once mid-game it can often be lethal.
Questing Adventurer x2: Similar to Mana Addict, easily grown off of spell chaining in the mid to late game thanks to Radiant Elemental and Shadow Visions.
Tar Creeper x2: Just a great all around taunt minion. It's a cheap way to stall the game a few turns until your lethal combos are ready, and at 5 health it's another good target for Divine Spirit+Inner flame.
Dirty Rat x1: I just replaced 1 Tortollan Shellraiser with a dirty rat for two reason. Firstly to try to block a quest reward minion if anyone lives long enough to earn one, and secondly to try to interrupt Rogue's quest by pulling out the minion they've been playing and recalling and kill it on my turn. May add a second dirty rat at some point, also may take it out, but I figured it's worth a shot (need SOMETHING to try to do with the ridiculous rogue quest)
If you have any questions about how to play certain situations I can expand on it. Although honestly I was a pretty casual player until I got really into the game a few months ago, so I'm sure I'm still misplaying a lot of situations myself.
I'm still tinkering with the deck here and there, there are probably a few sub-optimal cards, but it feels really goo d to me right now and it's a ton of fun to play. Please let me know if you have any questions or any suggestions on changes I'm open to any ideas.
EDIT 1: Swapped a Tortollan for a Dirty Rat