This is the bastion of all aspiring servants of the Light and friends of the Priest Hero Class. In this temple's wings, you can become an adept in several aspects of the Light that will help you on your journey. Your tour of the Cathedral will start in the Three-Arched Main Gate, where you will learn all you need to know about the Priest Hero, Anduin Wrynn. Then you will step into the Lay Nave, where you can join your other brothers in faith in a lecture about the class cards. The way you can use them and combine them to a great effect can be taught in the glorious Chancel. A walk around the Cloister can make you decide which deck archetype you will fight with and if you dare step in the depths of the Holy Sanctuary, you might even find the most treasured and glorious decklists of all!
"Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the priest’s command can also be turned against foes, smiting them with holy fury.
As light cannot exist without darkness, and darkness without light, some priests tap into shadow to better understand their own abilities, as well as the abilities of those who threaten them."
Lesser Healis the default Priest Hero Power. It heals a hero or a minion of your choice (including enemy ones) for 2 health. It is preferably used to heal your own minions, which generally makes enemies aim killing a Priest's minions in 1 turn. It synergises with Northshire Cleric to create the only real Priest-specific draw engine. You should never forget that in Hearthstone a heal cannot be used to heal a minion or hero above their maximum health.
Mind Spike and Mind Shatterare enabled through the use of the ability card Shadowform. They deal 2 or 3 damage respectively to a hero or minion of choice and they are the strongest Hero Powers available to any class except INFERNO! for Warlocks (and of course Priests with Thoughtsteal). They are the staple of the Shadow Priest archetype and they offer increasing value as the game progresses. Sadly at the moment with the meta being fast, the tempo loss generated by the use of Shadowform is hard to manage and for the time being Shadow Priest decks remain unsuitable for real competitive play.
Prophet Velen doubles the power of your healing and damaging abilities and also that of your Hero Powers. Keep in mind that Spell Damage is taken into account before the multiplication, which practically means that any Spell Damage you have on the board is also doubled when you play Velen. He is used as a finisher and usually played as a combo either turn 9 with Mind Blast or turn 10 with Mind Blast + Holy Smite. If 2 Velens are on the same side of the board at the same time (i.e with Thoughtsteal, Mindgames or Faceless Manipulator), their abilities are calculated multiplicatively, raising their power exponentially. Three Velens will give you 8 times the damage and healing.
Vol'jin is an extremely useful control minion that fits the theme of health manipulation the class revolves around. He swaps health values with another minion on the board (friend or foe), leaving it at 2, his initial health pool. At his best -when dealing with big enemy threats- he is a force to be reckoned with, because he ends up having an extremely cost-efficient Vanilla body while at the same time leaving a powerful enemy card with a convenient 2 health for Holy Smite or simply trade. On the other hand versus aggro decks he is very difficult to play and extract good value from, ending up being a worse Fire Elemental with the additional minus of his extra health being silenceable. Since his power level depends on the strength of the enemy minions he is rarely played right away at 5 mana, adding him to the list of a plethora of Priest cards that are reactionary and condemning the class to stray away from tempo to control for at least one more expansion.
Cabal Shadow Priest steals enemy minions with 2 or less current attack, so as an advanced combo you can steal strong minions you have reduced to 1 or 2 hp after switching their stats with Crazed Alchemist. The value on the actual card does not matter, so you cannot steal for example a Loot Hoarder buffed by a Flametongue Totem. The effect is permanent and the minion you steal cannot attack the same turn it is stolen unless it has charge. With the arrival of Goblins VS Gnomes, Cabal Shadow Priest found her soulmate in Shrinkmeister and can now steal minions up to 4 attack as an 8-mana combo.
Lightbomb is an AoE damage spell that deals to each minion (friendly ones included) damage equal to their attack. It is affected by Spell Damage and -in theory- synergises well with the class because Priest minions tend to have more health than attack so they can survive the Lightbomb to be healed up from a Circle of Healing. In reality it will be used as a tech removal depending on the meta and the frequency of appearance of cards like Giants that have equal attack and health (and as a result die from it), or aggresive minions with high attack in mid-range decks. As an aggro stopper and/or reliable AoE it rarely works and it doesn't pose a threat to the old-and-proven Auchenai Soulpriest + Circle of Healing combo.
Mindgames summons a minion from your opponent's deck straight into the battlefield. As you don't actually use the respective minion's card, any Battlecry effects will not be activated. Note that the minion is summoned from the remaining cards in your opponent's deck and not in random out of their 30-card decklist. This means that if your enemy has no remaining cards in their deck or no minions left in it, Mindgames will fail, summoning a Shadow of Nothing instead. When you summon a minion through Mindgames, the respective minion's card will remain in the opponent's deck and will not be used.
Shadowbomber is a card that seemingly comes from the future and fits in perfectly in extreme aggro decks Priest doesn't seem to benefit from right now. However, as cards like this and Mind Blast begin to stack up, there might be potential for all-out damage to the face Shadow-themed decks an expansion or two down the road.
Auchenai Soulpriest has a unique ability that changes all of your own heals into damage. She is used extremely often combo'd with Circle of Healing for an effective, early game board wipe that however hurts your own minions as well. In fact, many of the Priest heals for which you cannot select a target, like Holy Nova, Circle of Healing, Holy Fire and Lightwell work against you while she is on the board. As a result, she is best used with her Circle of Healing combo when you have no board presence (or there is a Nerubian Egg that needs popping), with your Hero Power Lesser Heal and with neutral cards with targetable heals like Earthen Ring Farseer and Voodoo Doctor that you can actually select an enemy character to damage with. As from Goblins VS Gnomes, there is finally a targetable healing spell for Priests, Light of the Naaru, that can be used in conjunction with her too. When she turns its heal into damage, Lightwarden spawns as well, making it a potent combo (proving at the same time that as long as she exists, Priests can't be given a bigger targetable heal). There's also the case of Zombie Chow, which acts like a free Mind Blast if killed after you drop her on the board. Note than when a heal is turned into damage through this card's effect, it is affected by Spell Damage and is not considered a heal for cards like Northshire Cleric. [WARNING: If for whatever reason you end up with a Mistress of Pain on your side of the board and you deal damage with it while there is an Auchenai Soulpriest active, you will trigger an infinite loop that will ultimately kill you. This is NOT a bug and -unless Blizzard change their minds- it's working as intended.]
Holy Fire deals 5 damage and heals your hero for 5. The healing component isn't affected by Spell Damage (no heal does), but is doubled by Prophet Velen, who makes this a deadly 10 damage 10 heal ability.
Lightwell heals a damaged friendly character (hero or minion) for 3 health at the start of your turn. It is rarely used and only finds place in buff priest decks that revolve around Divine Spirit and Inner Fire due to its high HP that combos well with those cards and its self-sustaining nature. For the same reasons, it is also used in conjunction with neutral buff minions like Master Swordsmith, Defender of Argus and Shattered Sun Cleric that can give it some form of attack. It is -like the whole deck archetype- highly susceptible to silences. Beware when using it in conjunction with Auchenai Soulpriest as it will actually damage your own damaged minions and hero!
Mass Dispel silences the entire enemy board and recycles itself. Pretty straightforward card albeit a bit too slow to be used in current Priest decks. It's possible that we will see more of it in aggro/tempo Priest decks if they ever become a thing.
Shadow Madness temporarily (1 turn duration) steals an enemy minion with 3 current attack or less. Unlike other minion steals, like Cabal Shadow Priest and Mind Control, the stolen minion can attack the turn it is stolen. As a result, Shadow Madness gains additional value when stealing deathrattle minions like Harvest Golem and Loot Hoarder and suiciding them into other enemy minions to get the deathrattle benefit, while acting like a pseudo-AoE on the enemy board. Its synergy with deathrattles made it gain popularity with the arrival of Naxxramas. It is sometimes used in combos with Youthful Brewmaster and Ancient Brewmaster to place an enemy minion in your hand. In Goblins VS Gnomes, the synergy with Shrinkmeister extended its reach up to 5 health, making it more viable and giving access to some insane combos like stealing Sylvanas Windrunner.
Shadowboxer is a card that is pretty straightforward. Ideal 2/3 stats for a Priest on a 2 drop? Check. Mech trait? Check. Synergy with heals for a (minor but still sometimes useful) effect? Check. But its most useful characteristic of all is that it can be actually dropped right on curve unlike most Priest cards. If Priests get a few cards like this that work well without the need to be used reactively, tempo Priests might gain power. Interesting fellow.
Upgraded Repair Bot is (for mechs only) what Temple Enforcer never achieved to be for the class. Its vanilla stats (5/5 for 5) are better than a 6/6 a turn later, it can be used in more mid-rangy decks and in tempo decks and its ability grants an additional health point. Great card that left us wishing Priest got another mech with Goblins VS Gnomes rather than the untimely Shadowbomber which could fit in an upcoming expansion. Mech Priest sees in Upgraded Repair Bot a great tool and a reason to try the archetype, but for the time being it seems just a bit less effective (due to the general reactive style of most of the class's cards) than some other classes' mech decks. More time for the expansion metagame to set in and more playtesting is required, though.
Circle of Healing heals ALL minions on the board (friendly or not) for 4 health. It is usually used as a combo with Injured Blademaster, to place a powerful 4/7 on the board really early, or with Auchenai Soulpriest as a potent board clear. Its value when used in conjuction with Northshire Cleric is also really high as it can very often mean drawing multiple cards in one go. Healing enemy minions also gives you cards through Cleric's ability which must also be taken into account.
Dark Cultist is an amazing card that offers a solid 3/4 body and a nice deathrattle for 3 mana. The fact that his deathrattle needs another friendly minion on the board to activate hints towards tempo-Priest decks and his sheer power was enough to support the deathrattle Priest archetype with Naxxramas. Beware: Deathrattles activate in the order they were placed on the board, so in order to buff a Damaged Golem through Dark Cultist's ability, you need to have played the Harvest Golem before the Dark Cultist, assuming they both die at the same time!
Inner Fire is a way to deal lots of damage to the enemy hero and it is almost exclusively used in decks that revolve around it, with very few exceptions. It combos with Divine Spirit and it offers best value when buffing high toughness minions like Mogu'shan Warden, Lightwell, Oasis Snapjaw, Gurubashi Berserker, Maexxna or even Baron Rivendare. To ensure that the combo does find its target, the best timing to use it is just before the minion attacks and NOT the turn it is played. Because minions tend to be instantly removed, people started playing the combo on Stormwind Knight to exploit his charge. Beware that Inner Fire takes into account a minion's current hp and not max hp, so healing your minion before buffing it ensures maximum value. As it so happens with all buff cards, it is especially weak against silence effects, which probably means it will remain obscure even after GvG.
Lightspawn is a 4 mana 0/5 minion that has a unique ability that changes its attack to always match its current HP. This means that when placed on the board it will start as a 5/5 and it will get weaker as it gets hit by enemy minions/abilities. Attack buffs will not have any effect on it while its ability is active, so cards like Master Swordsmith are useless on it. On the contrary, cards like Young Priestess will end up buffing its attack value as well. It is a prime Divine Spirit target and as such it is used in Inner Fire decks. Surprisingly it is a fine Inner Fire target as well, because when silenced (and it is especially weak against silence, turning it into a useless 0/5), Inner Fire can re-enable it. With many ways to be countered, Lightspawn should remain largely unused, even with it supposingly comboing with all health augumenting cards added with new expansions, like i.e. Dark Cultist with Naxx.
Shrinkmeister is an amazing 2 drop that isn't really a 2 drop. Ideally used lategame as a combo with Cabal Shadow Priest or Shadow Madness, it also considerably improves Shadow Word: Pain usability making it able to kill enemy minions on the 4-attack safe spot. Finally, it can be simply used to favourably trade minions by lowering the enemy attack. Arguably the strongest card the class got with Goblins VS Gnomes expansion.
Silence is a single-target silence for 0 mana. Simple card that finds its way in decks from time to time. It is used way more than the second class-specific silence option, Mass Dispel, due to its 0-mana cost in a class that cannot afford to lose more tempo but can spare a card or two.
Temple Enforcer is mainly used in Inner Fire decks as a late-game minion that offers a menacing 6/6 on the board and a buff for minions to be targeted by the Inner Fire, or Lightspawn. However, it hasn't really found a use outside these decks and remains on the sidelines. It might find a place in tempo decks along cards like Dark Cultist, as it is meant to be played when you are ahead on board, a place that Priests don't usually find themselves being mostly a reactive race.
Thoughtsteal is a draw 2 cards for 3 mana, much like Mage's Arcane Intellect but it is unique in the sense that it doesn't draw from your deck but from the enemy's instead. This is both an upside, as it doesn't get you closer to fatigue damage, and a downside, as there are cards in enemy decks that have absolutely no use for a Priest like Blade Flurry or Shield Slam. Note that it doesn't remove the cards you draw from the enemy deck so that it doesn't get them closer to fatigue either. If the enemy has only 1 card remaining in their deck, then it only draws 1 card, and when they have 0 cards remaining you can still use it but it won't draw at all. Its total unpredictability makes it fun to use -it has provided many highlights- but also unreliable and luck dependant. Despite that, it has found its way into many Priest decks because it turns your deck into a 32-card deck and gives Priests even more late-game power stealing strong cards in control vs control matchups.
Velen's Chosen is a very good buff card that allows good trades while boosting a minion's health significantly for the class that can benefit the most from high health values. Unfortunately it is also the class that can probably benefit the least from the Spell Damage component, but it's still a nice plus. A strong buff card in a game where buff cards are not that strong: it ultimately balances out as a mediocre-to-good card.
Divine Spirit is usually used in conjunction with Inner Fire for massive damage swings on the enemy hero. It is sometimes used separately as a straight up hp buff but it's only effective against classes that have no direct removal, like Druid. As a buff, it is naturally weak to silence effects. Given the popularity silences got in Naxx, which does not seem to cease in GvG, Divine Spirit will most probably remain away of competitive Priests' decklists.
Holy Nova is the main Priest AoE ability that deals 2 damage to all enemy characters (minions + hero) while it simultaneously heals all friendly ones for 2. Although it synergises with many Priest cards like Northshire Cleric and despite being faithful to the healing theme, its high cost and low relative offensive power means that the Priest class is weak to decks that flood the board with minions. As a result, Priests have to rely on the Auchenai Soulpriest + Circle of Healing combo (which discourages tempo decks due to its double-edged nature) or Wild Pyromancer for effective board clear.
Holy Smite is a pretty straightforward card with multiple uses, usually to finish off an enemy minion. A solid 2 damage for 1 mana, it is the equivalent of Arcane Shot for Priest and almost never a bad choice for any deck. It is sometimes used in Prophet Velen and Malygos decks to nuke the enemy hero, as its low cost allows it to be played with the above cards the same turn they hit the board. In GvG, it can be also used in a new potent combo through the addition of Vol'jin
Mind Blast is a finishing ability, usually paired with Prophet Velen for a devastating 10 damage turn 9 combo but finding its way to some decks even on its own. It is wise to always mulligan this card and use it only to end games unless you are using it as part of the Velen combo or when you have significant Spell Damage on board. Cards like this and Shadowbomber seem ideal for aggro decks, but the overall toolset of the class still falls short for that.
Mind Control is a really potent ability that permanently steals an enemy minion. However, its huge mana cost and the fact that it only generates real value when used on big minions that are not that common on this fast metagame, have made it go almost extinct, and it is only used as an 1 of in some decks that have no other end-game alternatives. The stolen minion cannot attack the same turn Mind Control is used unless it has the charge ability.
Mind Vision is a unique ability that copies a card in your opponent's hand. You can still activate it when the opponent has 0 cards in hand, but that will only consume the card with no effect (but offering you some value in certain cases like triggering an enemy Counterspell or cycling a card with Gadgetzan Auctioneer). It can be used to copy the enemy's most powerful cards that they hold in hand for too long and/or to know what to prepare for.
Northshire Cleric is arguably one of the most powerful 1 drops in the game, with good stats (3 health is always useable for Priest) and a great ability for the cost. It is the Priest draw engine and a solid opener that can often leave the opponent at a loss about how to answer, especially if they can't kill her in 1 go (or don't have a 3 attack minion). It synergises with any heal, like Lesser Heal, Circle of Healing, Earthen Ring Farseer etc, and also triggers off opponent's heals, something that may make them reluctant to use them.
Power Word: Shield is a really potent card that not only recycles itself and can protect your important minions by adding +2 health to them but can also be used in various combos with Lightspawn, Wild Pyromancer, Northshire Cleric etc. Especially in the case of Wild Pyromancer, both cards are used in many competitive Priest decks to offer additional board clear options. Bear in mind that Power Word: Shield does increase your minion's maximum health along its current HP if it is damaged. For example, using it on Injured Blademaster will raise his maximum hp to 9 even when he is 4/3.
Shadow Word: Death and Shadow Word: Pain are the main Priest removal tools. Since the one targets minions with 3 current attack or lower and the other minions with 5 current attack or higher, they leave a 4 attack blindspot that is really dreadful for Priests. A powerful 4 attack minion can devastate a Priest that usually has no answer for it. For example, an Injured Blademaster + Ancestral Healing combo can decide a game turn 2 if you play against a Shaman. GvG offered a way to cover that weakness with the addition of Shrinkmeister, that can be used alongside Shadow Word: Pain to cover the 4-attack blank spot. Another issue with Priest removal is that both Shadow Words are single targeted so they don't work well against decks that flood the board like Zoo. That's one more reason why [card]Auchenai Soulpriest[/card] + Circle of Healing is considered more or less mandatory.
Inner Fire decks are based around Inner Fire OTK or high damage combos and are trying different ways to utilise it to maximum effect to kill the opponent. This deck archetype has a lot more variety than the competitive one and is surprisingly strong in the lower ranks where decks lack silences -this archetype's bane- and/or are not that well balanced. The usual way to enable high damage Inner Fire combos is to use it alongside Divine Spirit and/or Power Word: Shield on high toughness minions. This is the reason why in such decks, otherwise underused minions like Mogu'shan Warden, Lightwell, Shieldbearer, Oasis Snapjaw are not only used but also often become a winning condition. Stormwind Knight is also a minion of choice because due to his charge and relatively high hp he can be dropped and used to combo with Divine Spirit, Power Word: Shield and Inner Fire all in the same turn. Special mention to Lightspawn which is a staple of that kind of decks as it can potentially offer an OTK if for whatever reason it survives on your side of the board long enough to buff it. This archetype really is an outcast refuge, as the high number of high attack minions usually means that if the enemy doesn't have silences and has to waste hard removal early on stuff like Lightspawn and other buffed minions, in the end game even cards like Gruul paired with heals can prove effective (Gruul is an actual Hearthstone card, I swear)!
2b. The Buff Tempo/Aggro Variant
This deck used to be extremely powerful -essentially a top deck- back in the day, when the meta was slower, Defender of Argus and Shattered Sun Cleric were still unnerfed and zoo still undiscovered. It is probably the only true Tempo/Aggro Priest deck type available for the class even in GvG along with a certain low-curve Deathrattle Priest deck (see: 5a), even though with the addition of cards like Shadowbomber and the existence of cards like Mind Blast Blizzard hints that they want to explore the possibility of a full aggro face-Priest with shadowy-themed cards. This particular variant is in essence a low curve Inner Fire deck that uses all kinds of buff cards to overwhelm the opponent. Shieldbearer and Lightwell are low-cost high toughness minions that are valid Inner Fire targets and are hard to remove early, especially when healed. Buffed through Master Swordsmith, Shattered Sun Cleric and Defender of Argus they can also get enabled to attack outside Inner Fire, that can then be saved for later. This deck ABSOLUTELY NEEDS board presence and since Priests can't draw 2 cards a turn unlike a certain class, you need your minions to stick, or replace them right away. For that reason, this kind of decks play almost zero removal and rely exclusively on minions, so goodbye Shadow Words! The upside of this deck is that you usually have a lot of minions on board from turn 1, so silences being single target don't hurt you as much. What did hurt this deck however as I already mentioned was the nerfs on Shattered Sun Cleric and Defender of Argus, plus the fact that current meta aggro decks can often outspeed it and beat it in its own game (zoo does its job better and more reliably). Essentially, if you ever fall behind in tempo, you are dead. That being told, if you want a deck to use your Young Priestess and Lightwarden in and kill people hitting them in the face with a giant platter made of pure light, look no further! It still works in the lower ranks and it still is really fun.
3. The Shadow Priest
The Shadow Priest archetype is probably the easiest of all to define. Does a deck contain 2x Shadowform? It's in the club! The question is: Are 2 copies of a card enough to justify spawning an entire archetype? Actually, yes, not only thematic-wise but surprisingly gameplay-wise as well. Whoever has played around with Shadowform enough will probably tell you that it is one of the hardest cards to truly know when the best time for it to be played is. Also, it was given to the class that has the hardest time to offset the tempo loss it generates when used. By default, as the Hero Power is reusable, it offers more value the more you use it, so Shadow Priest decks always aim late. Also, it is best used on minions rather than on the enemy hero so it should preferably be used in control decks. As such, Shadow Priest decks share 2 common traits: 1)The struggle to regain tempo and survive long enough to capitalise on their superior Hero Power and gain board control. 2)The fact that they need a way to utilise that board control once they get it. This is the reason why many of those decks use end game options like Prophet Velen + Mind Blast, Alexstrasza, and late-game legendaries in general that once dropped in a favourable board and versus an exhausted enemy they can seal the deal. In GvG, Shadow Priests did quietly get some good cards to work with in the neutral pool, even though the choice of class cards Blizzard added with it indicated they probably just want to abandon the archetype rather than support it. Antique Healbot gives Shadow the much needed heal it needed to prolong the game and Lightbomb does work well in an archetype that builds board late. Explosive Sheep is also bustable by the Hero Power and adds AoE clear that is much needed. Is that enough? Not really, but we can't know for sure until some good amount of time has passed since the low number of Shadow decks doesn't help to test and evolve the archetype.
4. The RNG Priest (Randuin Wrynn)
Priest has some really luck-dependant (RNG) class spells, like Mindgames, Mind Vision and Thoughtsteal. Those cards alone can ensure that 2 games will never be similar one to the other and maximize the fun! So, what happens when you mix those spells with neutral cards exclusively luck dependant? The result is Randuin Wrynn, an extremely fun deck used by popular streamer Noxious to produce countless highlights! The deck is sadly expensive beyond imagination (17k+ dust) as it uses a lot of legendary cards. Its main attraction is Lorewalker Cho, it is not afraid to drop a Millhouse Manastorm and it will often go bananas on you with King Mukla! Basically if a card has a random component, it can fit this deck nicely!
5. The Tempo Priest
5a. Deathrattle Priest
After the fall of Buff Inner Fire decks (see: 2b), Priest was never able to play Tempo in classic Hearthstone again, at least not in high ranks. This changed with Naxxramas, where the addition of a really strong class tempo card, Dark Cultist and also 2 very strong neutral tempo early drops, Undertaker and Zombie Chow, gave Priests the incentive to try again. The result was Deathrattle Priest, named by the simple fact that its backbone is made of those 3 cards, all deathrattles, and that Undertaker does benefit from stacking even more deathrattles. Deathrattle Priest lists vary A LOT by mana curve, with some decks having a really low curve and essentially being aggro-ish, trying to incorporate Mind Blast, Baron Rivendare + Auchenai Soulpriest + Zombie Chow shenanigans and even Nerubian Egg, while others featuring Sludge Belcher, Sylvanas Windrunner, Feugen / Stalagg and more mid/late game options. The slower variant seemed quite effective to the point of being valid even in high ranks which is normal since the class has more late game options but sadly it received 0 tempo options to back it up in GvG. All the new stuff that could help a tempo archetype in GvG revolve around mechs, which means that Deathrattle Priest did not gain much but Tempo Priest gained a new deck variant. This leads us to:
5b. Mech Priest
Mechs, introduced in GvG expansion, are tempo by nature, as one benefits from the presence of others. Priest doesn't have a lot of class cards that can be used in a tempo deck outside Dark Cultist and underused/weak cards like Lightwell and Temple Enforcer, but Blizzard saw to it that Temple Enforcer was mechanised and buffed in the form of Upgraded Temp... ehh... Upgraded Repair Bot. That and Shadowboxer, a decent on-curve mech drop, along with the simple fact that -in theory- a minion healing Hero Power is best used to maintain board control/presence is sure to make people try the Mech tempo branch. The deck is surely good, but how good exactly in comparison to all the other classes' mech decks (as all got 1 or more in GvG) remains to be seen in the months to come.
(The decks are divided into categories based on the archetypes analysed in the Light/Shadow section. You can see why a certain deck fits the specified archetype by reading its description in the section above.)
Well, only the "aggro" part is true for this one, as the buff part has gone on strike. The Shieldbearer, the Lightwell, an abundance of low drops and of course Inner Fire are all here though. A recent take on an oldschool deck type that is extremely low cost and can work miracles in lower ranks.
The most ingenious deck ever created, the decklist to end all decklists, the... Ahem, my own take on Shadow Priest and as much a hipster deck as possible, featuring NO cookie-cutter OP combos, this deck tries to get to the end game through blood and tears and a number of cantrip minions. It will rarely to never fall behind in terms of position and cards but you will pay the Health price. Essentially if they hit face hard you can't recover because you play from behind. A Shadow deck structured around Malygos + Prophet Velen combos for the end game that is so satisfying when it succeeds that will make you forgive it for the times that it doesn't. Fun and risky, but viable up to rank 7-8 at best.
If you like this deck or want to see how it plays without having to pay the absurd cost to craft it then I strongly recommend watching Noxious' stream here and his hilarious highlights youtube videos here.
One of the very few aggro decks available for Priest, uses the Deathrattle Undertaker frame and adds every aggro card available in the Priest arsenal (Mind Blast, Shadowbomber) to bash the enemy's skull in. Simple and gives us an idea of what Priest will probably be able to do a couple expansions down the line if more powerful aggro cards are added to the class.
Hehe, no problem! Glad you liked it, and of course it will need a LOT of updating, especially the archetype and decks parts once the metagame settles and all wings are released... It is a strange time, the 1-week in-between releases makes things too unstable to really extract any conclusion about what decks will end up being good in the end...
Well, I plan to update the thread before next season starts with what I think has changed with Naxxramas in terms of decks and archetypes, so they will end up being more than 4 anyway... The main addition was tempo Priest decks and their deathrattle variants. I will try the deck you suggested a bit and I'll find space for it somewhere... It's a control deck with mind control flavor, I might have to separate control decks and competitive decks since there are more than 1 viable types now.
Scox224, I decided to wait and see the Blizzcon tourney first before I update. I haven't decided yet on how I will incorporate the update but I think I will remove the Competitive part and stick to pure archetypes as there are bound to be more than 1-2 viable competitive decks as new cards get into the game (see: expansion).
Sounds good. I am not pushing for an early update or anything. I just want to see more Shadowpriests on the ladder, and maybe we will see more than 1 viable shadow build. People may be more willing to experiment if they can start with a core build that has proven itself at Legend.
Thanks for introducing me to the wonders of Randuin (as maestro'd by Noxious). I watched one youtube video (but one is never enough, is it?) & fell under the spell.
It also changed my attitude toward the Priest class in general. Frankly I had previously been mostly anti-priest & never played the class except for when the circumstances explicitly called for it. As in Naxx & various dailys or arena runs. I was browsing this forum in response to such a need, thinking that if I must play Priest, I ought to get a better deck for it.
Now I see that not all Priests should be considered as tarred with the same brush. I still think that there are probably more people who rage at & about Priests than any other class. Even hunter, which gets vocally despised more for it's efficiency than anything else.
I think that this anti-priest feeling has a lot to do with the "mind" cards and how easily they are abused... or overused. The robber-priest archetype I guess. I think this happens a lot with rather poor players, who generally lose in spite of their mind tactics, only leaving behind yet more bad feeling against the class as a whole.
Noxious, however, turns the whole set of mind cards into something entirely different... kung-fu mindgames maybe. With the faithful and energtic help of his Pandarin sidekick, Lormaster Cho!
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we are not amused....
(nothing upsets a delicate situation like a large explosion...)