Un'Goro Miracle Priest
- Last updated Apr 7, 2017 (Un'Goro Launch)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: OTK Priest
- Crafting Cost: 3900
- Dust Needed: Loading Collection
- Created: 4/7/2017 (Un'Goro Launch)
- KeeganKGB
- Registered User
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Battle Tag:
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Total Deck Rating
52
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):
http://www.hearthpwn.com/decks/790761-ungoro-miracle-priest
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
Saw a version of this today that had cut out several spells. OTK turn 3.
Turn 2 Mana Addict, turn 3 coin, Radiant Elemental × 2, infinite Shadow Visions.
Pretty insane draw. I've messed around with a few decks with Mana Addicts in them and they seem alright, but after stalling out around Rank 5 with this deck I've been running a different one and having a lot of success (Just hit Rank 3 last game).
For the new deck I cut out everything remotely late game or stalling related. Lyra is the only card in the deck above 3 mana, and I only have a single tar creeper for taunt (this may change). Rather than using Mana Addicts I have 2x Arcane Anomaly for scaling, and then the standard silence priest package of Ancient Watchers and Humongous Razorleaf, but focused entirely on ending the game around turns 4-7.
Has potential but lost to two aggros in a row with no board clearing potential. One zoolock and one priest. Gonna play around with silence options as well.
EDIT: Having much better results after implementing some of the suggestions in this thread.
Pyromancers are also an option for dealing with aggro decks.
Having a ton of fun with this deck. I have one every single game I've played against quest rogues and the new exodia quest mages. A few times I have been able to hit the sweet spot with Lyra and get an awesome combo going. Nothing like swinging for over 200 damage.
http://imgur.com/gallery/OUR8L
This deck is so much fun. I'm still trying variants to try to find the right balance between this minion heavy list using Mana Addicts and Questing Adventurers, and the more spell heavy lists that rely on inner fire to close out the game but include more tools to get there (death/pain, card draw). I'm not sure which version is better, and it may end up being somewhere in between.
Could you write a bit more about the gameplan please? What are the win conditions against aggro/control? Do you throw Adventurer and Mana Addict on the field early, or do you wait until you have spells in your hand? How do you make sure that an Adventurer or mana Addict survives long enough to be buffed? I usually have don't have enough board presence for that to happen, the opponent can conveniently trade them away first turn I play them. And then there are the removal spells as well. The deck looks very promising, but I am at a complete loss how to pilot it.
Another thing: have you thought about pint-size potion to go with potion of madness/divine spirit/inner fire? Another option could be to reduce the number of spells in your deck in order to chain shadow visions to buff Adventurer and Mana Addict.
This deck is alot of fun and when things go right they really go right but when things don't quite go your way you may as well just concede as the deck seems to lack any way to really reset o remove minions if you fall behind on board.
went from 15 to 11 last night with only one loss dropped from 11 to 15 this morning with 1 win. I'm thinking a shadow word pain might be a good addition and or death. maybe drop one inner fire and something else...not sure though.
What do you usually mulligan for?
Edit: Getting a lot better results with -2 Light Spawn + 2 Auchenai Soul preist -2 Mana addicts +1 Pain and Death
Absolutely love this deck. I got Lyra the Sunshard from one of my first packs. Dusted it, regretted it. Got it again.
Was looking for a fun deck and this was more than that for sure. T5 lethals feelgood.
http://imgur.com/a/yeMYC
Currently took it to ranked 5-0 looks promising :D.
I am in love with this deck. I've only played a little of this game before, like only the basic mage deck to maybe rank 19 a that's it. I chose this deck because it was cheap(i had like 4k dust after DE all my wild cards) and I wanted to play a priest. After 3 days of casual playing I hit rank 10 easily, and honestly I suck at this game, mostly because I'm lazy. I didn't have priest of the feast from kz so I just put in a random spell (turned out to be holy fire) and it actually came in really handy with finishing off those quest mages who freeze my minions.
Priest is a different class now. I don't recognize it anymore
Glad you like it! Hitting rank 5 for me was a breeze (but it was also the first 2 days of the expansions and there were a lot of BAD decks), since hitting 5 I've struggled somewhat.
Then again ... sucks to be pirate Warrior. I have been waiting for this meta beeing a thing for so long. Sweet revenge vs. pirate Warriors.
http://imgur.com/a/4Kx2c
That feeling when you play against Warrior.
https://ibb.co/dNXEkk
I just won on turn 6 with fucking priest...
I frequently win on turn 4/5. The deck isn't doing so hot at rank 5 consistency wise though, not sure what to change up yet.
I took out the tar creepers and replaced them with aSecond potion of madness and a pint size potion to make it a little easier to have counter play. It's a very strong deck if you play super aggressive. Quest warrior is an instant loss. I find it easier to beat quest rogue than warlock so far. Dirty rat seems ok so far.
Idk how I feel about the fact that I'm crushing aggro with priest aggro. What have we become? Are we no better than them? :)
So another option for the questionable cards Stonehill Defender, allows another 2 minions with taunt, and perfect targets for combos. Can toss just 1 in place of Mirage Caller. Also Gluttonous Ooze in case of warrior quest or other potential weapons.
Those are my additions since I don't have Dirty Rat and not kicked in Mirage Caller
Nice, yeah I've been experimenting with a lot of different cards lately too. I hit Rank 5 quickly with the deck but have stalled out since. I'm liking mana geode so far, seems to help a fair bit against the aggro decks that insist on playing a ton of 1 drops.