Hi. So I got a Shadowform, Cabal Shadow Priest, and a Shadow Madness in my first 5 packs, so I knew I had to make a shadowform priest control deck.
So far, it mostly does ok. I'm having trouble with rush/burn decks, like Pyroblast Mages and Murloc Decks. Since I use shadow form, I lose access to heals and it's hard to staunch the bleeding if I fall behind.
I added some Lords of the Arena for late game taunt to try to stay alive. It seems to be working so far. I also have a lot of gnomes to try and draw my shadow forms asap.
But where should I go from here. I am still pretty new to this game, and I had to disenchant all of my cards to get another shadow form and shadow madness. But now I'm winning pretty regularly, and trying to figure out what my next crafted cards should be.
Can you walk me through your decision of putting 2 Gnomish Inventors when you have basically no meatier 4 mana minions or any 5 mana minions at all? I don't think you need much card draw past 4 mana(at least not that much), especially that you can do it with Cult Masters or Acolyte of Pains. It may end badly when faced with f.in. an Explosive Trap. I'd strongly consider filling this gap, maybe with Chillwind Yetis, Stranglethorn Tigers or even a Venture Co. Mercenary to cover that middle game gap(Notice none of your mobs(except Inventors) can get past 4 health on turn 5[Excluding the use of Power Word:Shield, but those cards are 3 attack at most, which isn't that great to sacrifice PW:S for, escpecially on Loot Hoarders).
Oh, another ideas to consider:
-Flesheating Ghoul(Since you base around Control, this might be the tideturner.)
-Faceless Manipulator(Filling that 5 mana gap, also allowing you to get full advantage of your opponent's bigger plays)
-Gadgetzan Auctioneer(You need a higher cost card draw? Seems alright based on amount of spells that you have).
Holy Fire is a good Addition for "Shadow Priests", 5 Heal for yourself in addition to 5 Damage is nice. I already started dropping Shadow Word: Death from my Priest Decks, because I hardly ever need it. Either I MC it, or could trade it anyway. What worked well for me is relying heavy on taunts and charge to always keep the board away from my hero. Still keeps its problems versus superlucky fast decks.
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Ah yeah. Holy Fire would be great. I don't have any yet, that's why I don't have it in my deck.
Thanks for the suggestion of dropping the Inventors for Yetis. You're right, I tend to stall out if I lose board control before 6 mana. I'll try it out. 4 attack minions like Archmage and high health minions like Snapjaw Turtle really ruin my day.
I didn't want to use Northshire Cleric, because I don't have much heal in the deck once I get Shadow Form. Cult Master isn't great, since I don't have a lot of minions (it's mostly spells). And I wasn't sure if Pain would synergize with my deck, since I don't have any 1 point self damaging spells like whirlwind or heals. I guess it would synergize with Power word Shield, though.
I'll drop the loot hoarders too. Maybe I put too much value on card draw.
I still like Shadow Word Death though. Often you'll have to face a 5 damage minion before you have 8 mana. However, I do get the feeling I have too many spells. I'm not sure what I'd drop, since I think all of them are useful.
Since you are running a shadow form deck I think you should have at least one mind blast in there, possibly in the place of a shadow word death. Also an Azure drake would be nice to boost your spell damage on the variety of spells you have in the deck. Just my 2 cents
Also now that I look at your deck get rid of those 2 loot hoarders you don't really need more then 4 "card fetchers" just makes your deck weak. Id throw in a thought steal in place of one of them if you really feel the need to get more cards.
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Hi. So I got a Shadowform, Cabal Shadow Priest, and a Shadow Madness in my first 5 packs, so I knew I had to make a shadowform priest control deck.
So far, it mostly does ok. I'm having trouble with rush/burn decks, like Pyroblast Mages and Murloc Decks. Since I use shadow form, I lose access to heals and it's hard to staunch the bleeding if I fall behind.
I added some Lords of the Arena for late game taunt to try to stay alive. It seems to be working so far. I also have a lot of gnomes to try and draw my shadow forms asap.
But where should I go from here. I am still pretty new to this game, and I had to disenchant all of my cards to get another shadow form and shadow madness. But now I'm winning pretty regularly, and trying to figure out what my next crafted cards should be.
Can you walk me through your decision of putting 2 Gnomish Inventors when you have basically no meatier 4 mana minions or any 5 mana minions at all? I don't think you need much card draw past 4 mana(at least not that much), especially that you can do it with Cult Masters or Acolyte of Pains. It may end badly when faced with f.in. an Explosive Trap. I'd strongly consider filling this gap, maybe with Chillwind Yetis, Stranglethorn Tigers or even a Venture Co. Mercenary to cover that middle game gap(Notice none of your mobs(except Inventors) can get past 4 health on turn 5[Excluding the use of Power Word:Shield, but those cards are 3 attack at most, which isn't that great to sacrifice PW:S for, escpecially on Loot Hoarders).
Oh, another ideas to consider:
-Flesheating Ghoul(Since you base around Control, this might be the tideturner.)
-Faceless Manipulator(Filling that 5 mana gap, also allowing you to get full advantage of your opponent's bigger plays)
-Gadgetzan Auctioneer(You need a higher cost card draw? Seems alright based on amount of spells that you have).
The cards may be evil, but nothing is as evil as the player using them.
Holy Fire is a good Addition for "Shadow Priests", 5 Heal for yourself in addition to 5 Damage is nice.
I already started dropping Shadow Word: Death from my Priest Decks, because I hardly ever need it. Either I MC it, or could trade it anyway.
What worked well for me is relying heavy on taunts and charge to always keep the board away from my hero.
Still keeps its problems versus superlucky fast decks.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Drop the Loot Hoarders for something else, maybe Holy Fire as MSW112 suggested.
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Ah yeah. Holy Fire would be great. I don't have any yet, that's why I don't have it in my deck.
Thanks for the suggestion of dropping the Inventors for Yetis. You're right, I tend to stall out if I lose board control before 6 mana. I'll try it out. 4 attack minions like Archmage and high health minions like Snapjaw Turtle really ruin my day.
I didn't want to use Northshire Cleric, because I don't have much heal in the deck once I get Shadow Form. Cult Master isn't great, since I don't have a lot of minions (it's mostly spells). And I wasn't sure if Pain would synergize with my deck, since I don't have any 1 point self damaging spells like whirlwind or heals. I guess it would synergize with Power word Shield, though.
I'll drop the loot hoarders too. Maybe I put too much value on card draw.
I still like Shadow Word Death though. Often you'll have to face a 5 damage minion before you have 8 mana. However, I do get the feeling I have too many spells. I'm not sure what I'd drop, since I think all of them are useful.
It's not that you put too much value on card draw, but you put it in a minion that needs to die in order to activate it.
In my deck I have doubles of both shadow words, it's essential when going for a shadowform.
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Since you are running a shadow form deck I think you should have at least one mind blast in there, possibly in the place of a shadow word death. Also an Azure drake would be nice to boost your spell damage on the variety of spells you have in the deck. Just my 2 cents
Also now that I look at your deck get rid of those 2 loot hoarders you don't really need more then 4 "card fetchers" just makes your deck weak. Id throw in a thought steal in place of one of them if you really feel the need to get more cards.