this is my Control Priest variant which implements a really good early game thanks to Karazhan. I am able to win against pretty much anything consistently - except Hunter unfortunately. Although you can still win in this matchup, you are absolutely not favoured. In order, to improve that matchup, I am looking to include some more heal, maybe Chillmaw and maybe an Eater of Secrets as I also see more Freeze Mages (although they don't really pose a problem) and especially Aggro Paladins.
I want to give you guys an idea of my choices, so I am going to write down some major key points and differences compared to the "classic" build:
1. 2x Arcane Anomaly: This card gives the Priest a great early game minion, especially when not drawing into Wild Pyromancer or Doomsayer. Even though he costs just 1 mana, I see him more as a 2 mana minion, as his basic 2/1 can be pinged easily by in fact every class except Priest itself. Especially when paired with Power Word: Shield, The Coin or also Wild Pyromancer, as it doesn't die to his effect, the Anomaly becomes a huge threat!
2. 1x Northshire Cleric: I am even looking into cutting her completely, but instead I kept her solely for mirror matches and Zoolock, where she really performs well. Also against control, the Cleric can make the difference.
3. 2x Acolyte of Pain: Usually a bit slow and although that fact didn't really change, you can "afford" running him twice as your draw engine, because you now more often than not have at least one minion on board. If that isn't the case, your Doomsayer triggered in the last turn. About himself, the Acolyte is fantastic. The only problem is that it can happen that he causes you to draw too much and too fast. Don't play too greedy with him.
4. No Auchenai Soulpriest engine: I like to play Priest decks with a bit more minions and that is the reason why I cut the engine from this deck. I prefer having more stable builds and not having to wait for that one needed card too often (for example CoH). To compensate that, I run more 4 drops than the classic build and also 2x Excavated Evil. But I still look to refine that part of my deck though - for now I run Shifting Shade, but I believe I have to change that. Also, Elise Starseeker is not needed too often, so you can also look into cutting her to fit in some cards to especially counter these Hunters.
5. The Wingmen Lategame engine: Deathwing, Dragonlord, Ysera, Malygos make a late-game, which simply can't be countered. Bascially EVERY control matchup is yours! Those paired with Entomb and Elise Starseeker will win every longer match. I am looking into replacing Malygos with Chillmaw though, as I don't run many damaging spells. But he performed well nonetheless. Azure Drake is also a potential inclusion[/card] for Shifting Shade to have more dragons for Chillmaw and to get that emergency Flamestrike out of Excavated Evil, if you put in the 6/6 Taunt.
6. Priest of the Feast: He is AMAZING! But also hard to use well. You have to think precisely about when the time is right to use his ability. If heal isn't too important, then play him on curve without further ado, but against matchups like Zoolock or Combo decks like Freeze Mage (now very winnable with Priest) you want to use him stragtegically. You have lots of cheaper spells in this deck to combine him with. Don't mind using Forbidden Shaping to get a 2-mana or even 0-mana minion in emergency cases.
7. 2x Forbidden Shaping: Almost every one thinks the same about this card. First, it is cool. Second, the 2nd copy sometimes doesn't fit the curve. Third, on turn 8 it can be gamebreaking. And even though the 2nd point really is the truth, I still run two copies. Think of it as THE utility card. It can be comboed with Pyromancer, Priest of the Feast and some more and it also gives your deck that "X-factor" by providing you cards you don't actually run. But remember one certain thing: You don't have to play it on turn 8 all the time. It is the wrong way to use this card. In fact, it is important to quickly find out which deck your opponent uses. If it is a Control one, play the Shaping later, if it is Aggro/Midrange, then think about using it for a 2-mana minion (you will almost always get a 2/3 or a 3/2) or a 4-mana minion. The best numbers for this card are 2, 4 and 8.
Hello guys,
this is my Control Priest variant which implements a really good early game thanks to Karazhan. I am able to win against pretty much anything consistently - except Hunter unfortunately. Although you can still win in this matchup, you are absolutely not favoured. In order, to improve that matchup, I am looking to include some more heal, maybe Chillmaw and maybe an Eater of Secrets as I also see more Freeze Mages (although they don't really pose a problem) and especially Aggro Paladins.
I want to give you guys an idea of my choices, so I am going to write down some major key points and differences compared to the "classic" build:
1. 2x Arcane Anomaly: This card gives the Priest a great early game minion, especially when not drawing into Wild Pyromancer or Doomsayer. Even though he costs just 1 mana, I see him more as a 2 mana minion, as his basic 2/1 can be pinged easily by in fact every class except Priest itself. Especially when paired with Power Word: Shield, The Coin or also Wild Pyromancer, as it doesn't die to his effect, the Anomaly becomes a huge threat!
2. 1x Northshire Cleric: I am even looking into cutting her completely, but instead I kept her solely for mirror matches and Zoolock, where she really performs well. Also against control, the Cleric can make the difference.
3. 2x Acolyte of Pain: Usually a bit slow and although that fact didn't really change, you can "afford" running him twice as your draw engine, because you now more often than not have at least one minion on board. If that isn't the case, your Doomsayer triggered in the last turn. About himself, the Acolyte is fantastic. The only problem is that it can happen that he causes you to draw too much and too fast. Don't play too greedy with him.
4. No Auchenai Soulpriest engine: I like to play Priest decks with a bit more minions and that is the reason why I cut the engine from this deck. I prefer having more stable builds and not having to wait for that one needed card too often (for example CoH). To compensate that, I run more 4 drops than the classic build and also 2x Excavated Evil. But I still look to refine that part of my deck though - for now I run Shifting Shade, but I believe I have to change that. Also, Elise Starseeker is not needed too often, so you can also look into cutting her to fit in some cards to especially counter these Hunters.
5. The Wingmen Lategame engine: Deathwing, Dragonlord, Ysera, Malygos make a late-game, which simply can't be countered. Bascially EVERY control matchup is yours! Those paired with Entomb and Elise Starseeker will win every longer match. I am looking into replacing Malygos with Chillmaw though, as I don't run many damaging spells. But he performed well nonetheless. Azure Drake is also a potential inclusion[/card] for Shifting Shade to have more dragons for Chillmaw and to get that emergency Flamestrike out of Excavated Evil, if you put in the 6/6 Taunt.
6. Priest of the Feast: He is AMAZING! But also hard to use well. You have to think precisely about when the time is right to use his ability. If heal isn't too important, then play him on curve without further ado, but against matchups like Zoolock or Combo decks like Freeze Mage (now very winnable with Priest) you want to use him stragtegically. You have lots of cheaper spells in this deck to combine him with. Don't mind using Forbidden Shaping to get a 2-mana or even 0-mana minion in emergency cases.
7. 2x Forbidden Shaping: Almost every one thinks the same about this card. First, it is cool. Second, the 2nd copy sometimes doesn't fit the curve. Third, on turn 8 it can be gamebreaking. And even though the 2nd point really is the truth, I still run two copies. Think of it as THE utility card. It can be comboed with Pyromancer, Priest of the Feast and some more and it also gives your deck that "X-factor" by providing you cards you don't actually run. But remember one certain thing: You don't have to play it on turn 8 all the time. It is the wrong way to use this card. In fact, it is important to quickly find out which deck your opponent uses. If it is a Control one, play the Shaping later, if it is Aggro/Midrange, then think about using it for a 2-mana minion (you will almost always get a 2/3 or a 3/2) or a 4-mana minion. The best numbers for this card are 2, 4 and 8.