How does the control priest kill the topsy priest fast enough? Pretty much every game I've played as control priest against topsy priests, they have quest completed, so heal in hand, and combo in hand by turn 9. I'm unable to see how this matchup is like 50-50 in stats when topsy always gets its combo out several turns faster than you are able to put them in kill range. Also before you say don't play minions into their deathrattles, that doesn't work since they just spirit lash them before you get to scream.
They nutted you and that isn't a common occurrence. Obviously if it looks like they will complete quest you hold Alex until after Amara (if they Seance her you need to hold Alex even longer and try to use enough of your burst to force Amara but not so much that you can't win after they replay her). You can beat double Amara but if they draw into the combo fast enough, obviously they beat you. The combo is 7 cards so you usually have a fair shot at killing them before they have it all.
How does the control priest kill the topsy priest fast enough? Pretty much every game I've played as control priest against topsy priests, they have quest completed, so heal in hand, and combo in hand by turn 9. I'm unable to see how this matchup is like 50-50 in stats when topsy always gets its combo out several turns faster than you are able to put them in kill range. Also before you say don't play minions into their deathrattles, that doesn't work since they just spirit lash them before you get to scream.
They nutted you and that isn't a common occurrence. Obviously if it looks like they will complete quest you hold Alex until after Amara (if they Seance her you need to hold Alex even longer and try to use enough of your burst to force Amara but not so much that you can't win after they replay her). You can beat double Amara but if they draw into the combo fast enough, obviously they beat you. The combo is 7 cards so you usually have a fair shot at killing them before they have it all.
Oh and crucially - your Psychic Screams are really useful for delaying them drawing into the combo.