I was watching Noxious's Randuin Wrynn and it gave me an idea for a control deck.
Many of the turns you will be in reaction to the opponent..
Making choices of either denying the opponent minions (silence, holy nova, shadow words) or gaining control of them.
So basically just showing it off but will take advice as well.
It's awesome fun end game but it is weak to swarm decks.
Sometimes mindgames can pay off and it can be a turn 4 Ragnaros for example. However most often it's a small creature without the battle cry. Depends on what is in the opponents deck.
Cabal is mandatory. WIll be willing to make a choice between mind vision and thoughtsteal if needed. I think thoughtsteal is more fun and conveniant.
Also am willing to get rid of Mind Vision and Mind Games for something more practical. Maybe just change out Mind games for Senjin Shieldmasters.
Demolishers or the legendaries are not mandatory as well.I just have Alexstraz in there since it may give me a second chance if facing a swarm deck. Or if I can keep my health at 30 and the opponent is also near 30 health.
I would hardly see this as a control deck to be honest. In terms of constructed, using thoughtsteal, mind games, and mind vision have too much of an rng dependance to truely be useful. The primary point to having a control deck is to be able to deal with the early game so you can dominate in the late game. The primary cards that will help you in the early game as priest are holy smite, SW:P, and possibly shadow madness. Aside from the spells, the most important early game minion you could have in the deck is mana wraith to stall for 1 or 2 turns when unopposed even if in that one turn it takes away a response from your opponent. Minions that I disagree with are as follows:
Light Wells: a nuisance card that does not have much of an actual affect on field unless you already have on field board control. Control Decks are less about having on field board control, so these become completely useless.
Demolishers: Like the light wells, you need to have board presence for these to be continuously effective. Constructed decks in general will make these useless.
Cabal Shadow Priests: For the mana cost compared to damage and health, this card is not worth it based on that alone. The effect more so makes this a bad choice since it only effects a 2 attack and less minion. What minions in the late game are you actually going to see that have 2 attack and less?
Azure Drakes: These are not bad in constructed, but you have a lot of better options in terms of getting card draw and even spell power. Essentially with priest only having 4 cards at most that can benefit from the spell power effect, its usefulness is greatly diminished.
Mind Control Techs: Absolutely dreadful cards in general. Damage and Health for cost is no different than a worgen, but worgen's effect is better. The rng of the card can be greatly unreliable, though not dismissive to being on rare occasions rewarding.
Optional to being replaced:
Mass Dispel: Not bad to have one of these in deck, but may see rare use.
List of Cards that can be chosen to replace the above not yet mentioned: Holy Fire, Auchenai Soulpriests, PW:S, Holy Nova, Lightspawn, Sen'jin Shieldmaster, Fen Creeper, Argent Commander, Lightwarden, Mountain Giant, Sea Giant, Twilight Drake, Ironbeak Owl, Spellbreaker, Abomination, Sylvannas, Black Knight, Ragnarros, Gruul, and Bloodmage Thalnos. (More options are available, but generally these will be prime choices)
You're all over the place, you have a lot to learn about deck building.
Pretty much the goal of a control deck is to remain in control of every aspect of the game at all times, board control, tempo control, life points control, cards in hand, etc. etc. and generally is achieved by having a solution to everything your opponent might play, playing defensively and reacting to what is played. He has spells that do damage? You have spells that heal. He has creatures? You have removal, silences, etc.
Some of those cards don't synergize at all with, well, anything. Your deck is not aggro, your deck is not combo, your deck is not control, it just looks like a random amount of cards smashed together, it's clearly built "on a budget" or without knowledge.
Mana Wraith is, somewhat a control card and limits the cost of the creatures that your opponent can play, but it hurts you as much as it hurts your opponent, your mana curve is actually pretty steep and you're not taking advantage of it by running two Venture Co. Mercenary. If you can protect the Mana Wraith, it has a lot of synergy with Shadow Word: Pain and Cabal Shadow Priest (which you removed) but your mana curve would need to be really small and Cabal is somewhat expensive, see where the problem resides? A mana cost deck should be used by someone like a druid that has mana accelaration and can play some fatties while limiting the opponent.
A control deck also, always knows exactly what it's doing, and doesn't waste cards, turns or moves, a control deck would never, ever be RNG dependent, that's combo deck shenanigans, as such, you should never, ever say the words "Ragnaros" and "Control" in the same sentence. This isn't a control deck, it's a "help me build my deck, I want it to be priest and by the way, I love using Ragnaros" and that's great friend, and I'm glad to help, I'm sure I'm not the only one, but Rag and Control just don't combine.
You have two spells to take advantage of Bloodmage Thalnos:Holy Smite and Holy Nova, not worth to run it, for the drawing you have Novice Engineer or hell, run Acolyte of Pain and you can keep ramming him into everything that doesn't "one shot" him and heal it afterwards for continuous card draw, add a Northshire Cleric to the equation and you'll be drawing 3 or more cards every turn. You can either run that or Auchenai, not both.
By the way, Prophet Velen + Mind Blast = 10 damage for 10 cost, it's a more expensive Pyroblast but you either get to keep Velen afterwards, or the opponent uses something important to deal with it, so if you play a Velen, save Mind Blast to follow it.
This deck has a lot of issues and it's all over the place, but I hope that a few pointers and google research can help you.
Lightwell is a great card, even better with Inner Fire but you can either run it or Auechenai, not both.
Lightspawn was buffed and it's terrific, with Divine Spirit it becomes catastrophic even. Silence is one of the best cards to use in a control deck, definitely better than half the stuff you put in.
Oh well, good luck with the deck, what I mentioned above is just the tip of the iceberg.
By the way, Prophet Velen + Mind Blast = 10 damage for 10 cost, it's a more expensive Pyroblast but you either get to keep Velen afterwards, or the opponent uses something important to deal with it, so if you play a Velen, save Mind Blast to follow it.
Actually, it is only 9 mana to play velen and mind blast in a row, so if for some weird reason you had the coin and held onto it, you could play Velen, mind blast, coin, and then mind blast for 20 damage! If they are above 20 hp at turn 10 in the game, then they will probably kill velen asap, because he has 7 attack. This does not make him the greatest, but the combo is still there, just like the PW:S Divine Spirit and Inner Fire combo's
( this is assuming they have not changed it to 8 mana cost for Velen)
RealStarke, you seem to be very off on a lot of things you mentioned. I agree that running Venture Co. could be a good choice though, albeit some risks with priests having the healing ability. Mana Wraith is not meant to actually stay on field and does not affect spells as is. So pretty much you can trade mana wraith at any given time to continue having the field advantage. Mana Wraith has no real synergy with Cabal Shadow Priest since it is a 6 cost card (7 if mana wraith is still alive) to which Mana Wraith will usually die between turns 2-4. The opponent is more likely to play higher cost cards once the mana wraith trades itself to allow more on board control with a replacement minion. Ragnaros is an excellent card to run regardless of the type of deck it is in since it will always deal 8 damage, can bypass taunts by luck, takes no damage when it does its attack, and when silenced is a controllable minion. It is a very formidable minion to use in the late game which is what control decks aim to get to in the first place. Bloodmage Thalnos is still not a terrible option even with the limitation of spells. The given goal being that holy smite with the sp buff is a 3 cost in a single turn and holy nova being a 7 cost that deals 3 damage throughout the board preparing you for turn 8 minions or responses. Novice engineer is not a quality card to run in a constructed deck unless you are playing off of draw effects such as Miracle Rogue. Acolyte of Pain is an ok choice though you really do not want to aim to running 1 damage minion combos in the early game as your opponent could potentially snowball minions before even getting to the late game. Soulpriest with Circle of Healing does have potential, but more so the purpose of not doing that is using the healing ability and the priest to clear the board by dealing 5 damage. I am completely against running shadowform in general for a control deck. The capability to heal yourself or valuable minions pays off better in the late game. Actually surprised that I did not mention Prophet Velen since healing for 4 each turn stacks well and he does become fodder to unwanted spells and minions. To run mind blast with priest would be more likely an option with a certain hybrid burn/control deck that focuses with on board control early game to using spells like mind blast, holy fire, and holy smite (especially in conjunction with Velen) to burn majority of opponents health. Not sure why you mentioned Lightwell since it has no place in a control deck. To run a deck with it and inner fire would be a combo style sort of deck and not control to which inner fire works well with majority of cards you pick. I am generally against running Divine Spirit though it does have potential value if a control deck was made with that in mind (guess just not the one I was suggesting anyways). Good to maybe have a silence, but better to run an owl or spellbreaker for added value.
Very well made, though you will most likely run a single mana wraith unless you really are pushing to have it in the early game. Would probably be a good idea to drop one of the mass dispel (or both if you see rare play with it) in favor of getting an owl or spellbreaker for a direct silence. Pay attention to how much valuable use you get with Alexstrasza as well since other cards could have better use than her in general such as Ysera, but if she is playing a huge part to burning the opponents health by all means keep her. Aside from that, it becomes testing Bloodmage Thalnos to see if it gets you the value you need with holy smite and holy nova. If it does not work out, you can probably opt for an Injured Blademaster to cover a turn 3 drop which with use of your heal can help to set up for holy nova or other options that can keep him solely on the field until late game.
Interesting decks. I started a priest database on optimizing the cards. I have a deck I am working with that I am able to win 60% of the time. It is a priest control deck, but not your typical one. It comes down to if I get the right combo I win. Originally, I thought priest could put up strong defense and use nukes to win. This does not work. The stats show the more benefit stats cards you use on a minion the more likely you will lose. For example right after patch I started using Shieldbarrer, inner focus, and divine spirit an 8/8 attacking on round two. This lead to a 4 turn win. People got smarter now include polymorph, hex, instant kill cards, and SILENCE OWL! If every elite deck has at least two silence, owls(2mana), these cards are worthless:
The only way I have found to beat elite decks is to use their deck against them. The goal of the deck is to never allow your opposite to have minions out for long. When you are building your deck ask yourself does this card more multiple benefits. For example, the common leaper cost 1 mana for a 2/1 and does 2 damage to the opponent when dies. It is a smite inside a minion. Here are some additional cards that seem to be providing me with statically advantages.
SHADOW MADNESS!!! I take your create and use it to kill itself and another of your minions for 4 mana.
THOUGHSTEAL for the win. If you realize your opponent has built a deck that is very versatile and deadly their cards can easily heart them.
Prophet Valen is to costly. Normally games are over by round nine it seems, unless priest vs priest. Time and time again when I bring out Valen he dies that same turn or is silenced and has to attack a taunt creatures. With all the different decks, especially rogues, trying to bring Valen out and a mind blast (turn 8 or 9) is way to late.
What are your thoughts on DOOMSLAYER (2mana): It works really well on hunters decks round(3 or 4), murloc decks( round 2 or 3), and other decks that get creatures out fast.
The cards you say are worthless are in fact not completely worthless. With control priest, you will see less use for them however certain constructed decks can make good use for them. Lightspawn specifically alone has great use if you can force your opponent to waste a silence on that minion. Leper gnome is an ok card to run in constructed, but keep in mind that half the classes have a way to deal with it or the damage it deals: mage, priest, warrior, druid, rogue. Thoughtsteal can be a good card, but only when you can 1. maintain board control or 2. have more mana to spend than 3. Reasoning for this is when played turn 3, you skip a turn of doing anything effective. The biggest problem still with the card is the RNG factor even if constructed decks in general will be strong. For example you could go against the OTK hunter deck which runs a lot of low cost beasts like charging boar and young dragonhawk which makes thoughtsteal a dead card. Prophet Velen is a fine card to run in control priest since he costs less than the other big minions you will run. Essentially his role with either be control fodder or a valuable card in keeping valuable minions alive and not so much for abilities like mindblast (unless you are running a burn deck). Thoughts with Doomsayer is that it can be a good one turn stall card, but that mana wraith is just better for stalling in general. Compare Doomsayer drop on turn 2 to a mana wraith drop on turn 2: owl can be summoned against doomsayer, but not against mana wraith. When doomsayer is silenced, it is a dead card whereas mana wraith can still deal damage.
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I was watching Noxious's Randuin Wrynn and it gave me an idea for a control deck.
Many of the turns you will be in reaction to the opponent..
Making choices of either denying the opponent minions (silence, holy nova, shadow words) or gaining control of them.
So basically just showing it off but will take advice as well.
It's awesome fun end game but it is weak to swarm decks.
Sometimes mindgames can pay off and it can be a turn 4 Ragnaros for example. However most often it's a small creature without the battle cry. Depends on what is in the opponents deck.
Cabal is mandatory. WIll be willing to make a choice between mind vision and thoughtsteal if needed. I think thoughtsteal is more fun and conveniant.
Also am willing to get rid of Mind Vision and Mind Games for something more practical. Maybe just change out Mind games for Senjin Shieldmasters.
Demolishers or the legendaries are not mandatory as well.I just have Alexstraz in there since it may give me a second chance if facing a swarm deck. Or if I can keep my health at 30 and the opponent is also near 30 health.
Not sure if hyped yet.
imo this is nothing like Randuin=Random effect Deck
I would hardly see this as a control deck to be honest. In terms of constructed, using thoughtsteal, mind games, and mind vision have too much of an rng dependance to truely be useful. The primary point to having a control deck is to be able to deal with the early game so you can dominate in the late game. The primary cards that will help you in the early game as priest are holy smite, SW:P, and possibly shadow madness. Aside from the spells, the most important early game minion you could have in the deck is mana wraith to stall for 1 or 2 turns when unopposed even if in that one turn it takes away a response from your opponent. Minions that I disagree with are as follows:
Light Wells: a nuisance card that does not have much of an actual affect on field unless you already have on field board control. Control Decks are less about having on field board control, so these become completely useless.
Demolishers: Like the light wells, you need to have board presence for these to be continuously effective. Constructed decks in general will make these useless.
Cabal Shadow Priests: For the mana cost compared to damage and health, this card is not worth it based on that alone. The effect more so makes this a bad choice since it only effects a 2 attack and less minion. What minions in the late game are you actually going to see that have 2 attack and less?
Azure Drakes: These are not bad in constructed, but you have a lot of better options in terms of getting card draw and even spell power. Essentially with priest only having 4 cards at most that can benefit from the spell power effect, its usefulness is greatly diminished.
Mind Control Techs: Absolutely dreadful cards in general. Damage and Health for cost is no different than a worgen, but worgen's effect is better. The rng of the card can be greatly unreliable, though not dismissive to being on rare occasions rewarding.
Optional to being replaced:
Mass Dispel: Not bad to have one of these in deck, but may see rare use.
List of Cards that can be chosen to replace the above not yet mentioned: Holy Fire, Auchenai Soulpriests, PW:S, Holy Nova, Lightspawn, Sen'jin Shieldmaster, Fen Creeper, Argent Commander, Lightwarden, Mountain Giant, Sea Giant, Twilight Drake, Ironbeak Owl, Spellbreaker, Abomination, Sylvannas, Black Knight, Ragnarros, Gruul, and Bloodmage Thalnos. (More options are available, but generally these will be prime choices)
Any questions you may have, feel free to ask.
Is what I was using yesterday, It's better then version 1, will try some of the changes you suggested.
Not sure if hyped yet.
Dibulba how's this? I like your suggestions.
It does feel much better.
Not sure if hyped yet.
You're all over the place, you have a lot to learn about deck building.
Pretty much the goal of a control deck is to remain in control of every aspect of the game at all times, board control, tempo control, life points control, cards in hand, etc. etc. and generally is achieved by having a solution to everything your opponent might play, playing defensively and reacting to what is played. He has spells that do damage? You have spells that heal. He has creatures? You have removal, silences, etc.
Some of those cards don't synergize at all with, well, anything. Your deck is not aggro, your deck is not combo, your deck is not control, it just looks like a random amount of cards smashed together, it's clearly built "on a budget" or without knowledge.
Mana Wraith is, somewhat a control card and limits the cost of the creatures that your opponent can play, but it hurts you as much as it hurts your opponent, your mana curve is actually pretty steep and you're not taking advantage of it by running two Venture Co. Mercenary. If you can protect the Mana Wraith, it has a lot of synergy with Shadow Word: Pain and Cabal Shadow Priest (which you removed) but your mana curve would need to be really small and Cabal is somewhat expensive, see where the problem resides? A mana cost deck should be used by someone like a druid that has mana accelaration and can play some fatties while limiting the opponent.
A control deck also, always knows exactly what it's doing, and doesn't waste cards, turns or moves, a control deck would never, ever be RNG dependent, that's combo deck shenanigans, as such, you should never, ever say the words "Ragnaros" and "Control" in the same sentence. This isn't a control deck, it's a "help me build my deck, I want it to be priest and by the way, I love using Ragnaros" and that's great friend, and I'm glad to help, I'm sure I'm not the only one, but Rag and Control just don't combine.
You have two spells to take advantage of Bloodmage Thalnos: Holy Smite and Holy Nova, not worth to run it, for the drawing you have Novice Engineer or hell, run Acolyte of Pain and you can keep ramming him into everything that doesn't "one shot" him and heal it afterwards for continuous card draw, add a Northshire Cleric to the equation and you'll be drawing 3 or more cards every turn. You can either run that or Auchenai, not both.
Speaking of Holy Nova, you run Auchenai Soulpriest and you don't run Circle of Healing? Really? Also if you're going to run Auchenai, make sure you get two Shadowform and, if possible, a Prophet Velen.
By the way, Prophet Velen + Mind Blast = 10 damage for 10 cost, it's a more expensive Pyroblast but you either get to keep Velen afterwards, or the opponent uses something important to deal with it, so if you play a Velen, save Mind Blast to follow it.
This deck has a lot of issues and it's all over the place, but I hope that a few pointers and google research can help you.
Lightwell is a great card, even better with Inner Fire but you can either run it or Auechenai, not both.
Lightspawn was buffed and it's terrific, with Divine Spirit it becomes catastrophic even. Silence is one of the best cards to use in a control deck, definitely better than half the stuff you put in.
Oh well, good luck with the deck, what I mentioned above is just the tip of the iceberg.
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Actually, it is only 9 mana to play velen and mind blast in a row, so if for some weird reason you had the coin and held onto it, you could play Velen, mind blast, coin, and then mind blast for 20 damage! If they are above 20 hp at turn 10 in the game, then they will probably kill velen asap, because he has 7 attack. This does not make him the greatest, but the combo is still there, just like the PW:S Divine Spirit and Inner Fire combo's
( this is assuming they have not changed it to 8 mana cost for Velen)
RealStarke, you seem to be very off on a lot of things you mentioned. I agree that running Venture Co. could be a good choice though, albeit some risks with priests having the healing ability. Mana Wraith is not meant to actually stay on field and does not affect spells as is. So pretty much you can trade mana wraith at any given time to continue having the field advantage. Mana Wraith has no real synergy with Cabal Shadow Priest since it is a 6 cost card (7 if mana wraith is still alive) to which Mana Wraith will usually die between turns 2-4. The opponent is more likely to play higher cost cards once the mana wraith trades itself to allow more on board control with a replacement minion. Ragnaros is an excellent card to run regardless of the type of deck it is in since it will always deal 8 damage, can bypass taunts by luck, takes no damage when it does its attack, and when silenced is a controllable minion. It is a very formidable minion to use in the late game which is what control decks aim to get to in the first place. Bloodmage Thalnos is still not a terrible option even with the limitation of spells. The given goal being that holy smite with the sp buff is a 3 cost in a single turn and holy nova being a 7 cost that deals 3 damage throughout the board preparing you for turn 8 minions or responses. Novice engineer is not a quality card to run in a constructed deck unless you are playing off of draw effects such as Miracle Rogue. Acolyte of Pain is an ok choice though you really do not want to aim to running 1 damage minion combos in the early game as your opponent could potentially snowball minions before even getting to the late game. Soulpriest with Circle of Healing does have potential, but more so the purpose of not doing that is using the healing ability and the priest to clear the board by dealing 5 damage. I am completely against running shadowform in general for a control deck. The capability to heal yourself or valuable minions pays off better in the late game. Actually surprised that I did not mention Prophet Velen since healing for 4 each turn stacks well and he does become fodder to unwanted spells and minions. To run mind blast with priest would be more likely an option with a certain hybrid burn/control deck that focuses with on board control early game to using spells like mind blast, holy fire, and holy smite (especially in conjunction with Velen) to burn majority of opponents health. Not sure why you mentioned Lightwell since it has no place in a control deck. To run a deck with it and inner fire would be a combo style sort of deck and not control to which inner fire works well with majority of cards you pick. I am generally against running Divine Spirit though it does have potential value if a control deck was made with that in mind (guess just not the one I was suggesting anyways). Good to maybe have a silence, but better to run an owl or spellbreaker for added value.
Very well made, though you will most likely run a single mana wraith unless you really are pushing to have it in the early game. Would probably be a good idea to drop one of the mass dispel (or both if you see rare play with it) in favor of getting an owl or spellbreaker for a direct silence. Pay attention to how much valuable use you get with Alexstrasza as well since other cards could have better use than her in general such as Ysera, but if she is playing a huge part to burning the opponents health by all means keep her. Aside from that, it becomes testing Bloodmage Thalnos to see if it gets you the value you need with holy smite and holy nova. If it does not work out, you can probably opt for an Injured Blademaster to cover a turn 3 drop which with use of your heal can help to set up for holy nova or other options that can keep him solely on the field until late game.
Yes, it was a typo.
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Interesting decks. I started a priest database on optimizing the cards. I have a deck I am working with that I am able to win 60% of the time. It is a priest control deck, but not your typical one. It comes down to if I get the right combo I win. Originally, I thought priest could put up strong defense and use nukes to win. This does not work. The stats show the more benefit stats cards you use on a minion the more likely you will lose. For example right after patch I started using Shieldbarrer, inner focus, and divine spirit an 8/8 attacking on round two. This lead to a 4 turn win. People got smarter now include polymorph, hex, instant kill cards, and SILENCE OWL! If every elite deck has at least two silence, owls(2mana), these cards are worthless:
Inner focus, divine spirit, Northsire Cleric, Lightwell, LIGHTSPAWN
The only way I have found to beat elite decks is to use their deck against them. The goal of the deck is to never allow your opposite to have minions out for long. When you are building your deck ask yourself does this card more multiple benefits. For example, the common leaper cost 1 mana for a 2/1 and does 2 damage to the opponent when dies. It is a smite inside a minion. Here are some additional cards that seem to be providing me with statically advantages.
SHADOW MADNESS!!! I take your create and use it to kill itself and another of your minions for 4 mana.
THOUGHSTEAL for the win. If you realize your opponent has built a deck that is very versatile and deadly their cards can easily heart them.
Prophet Valen is to costly. Normally games are over by round nine it seems, unless priest vs priest. Time and time again when I bring out Valen he dies that same turn or is silenced and has to attack a taunt creatures. With all the different decks, especially rogues, trying to bring Valen out and a mind blast (turn 8 or 9) is way to late.
What are your thoughts on DOOMSLAYER (2mana): It works really well on hunters decks round(3 or 4), murloc decks( round 2 or 3), and other decks that get creatures out fast.
The cards you say are worthless are in fact not completely worthless. With control priest, you will see less use for them however certain constructed decks can make good use for them. Lightspawn specifically alone has great use if you can force your opponent to waste a silence on that minion. Leper gnome is an ok card to run in constructed, but keep in mind that half the classes have a way to deal with it or the damage it deals: mage, priest, warrior, druid, rogue. Thoughtsteal can be a good card, but only when you can 1. maintain board control or 2. have more mana to spend than 3. Reasoning for this is when played turn 3, you skip a turn of doing anything effective. The biggest problem still with the card is the RNG factor even if constructed decks in general will be strong. For example you could go against the OTK hunter deck which runs a lot of low cost beasts like charging boar and young dragonhawk which makes thoughtsteal a dead card. Prophet Velen is a fine card to run in control priest since he costs less than the other big minions you will run. Essentially his role with either be control fodder or a valuable card in keeping valuable minions alive and not so much for abilities like mindblast (unless you are running a burn deck). Thoughts with Doomsayer is that it can be a good one turn stall card, but that mana wraith is just better for stalling in general. Compare Doomsayer drop on turn 2 to a mana wraith drop on turn 2: owl can be summoned against doomsayer, but not against mana wraith. When doomsayer is silenced, it is a dead card whereas mana wraith can still deal damage.