Now I am having mixed success in standard playing quest wall priest currently at 44-26 last month. Some of the games are played this month that are listed here.
In general it is simply a wall priest deck slotting in a single quest. You do not change much, it plays like fair big priest. Big minnions with taunts come turn 4+ and before that, you survive off loads of removal cards.
Here is the deck code. It features 32 cards 3 of which are tech cards. Holy smite and seanse are tech. If you meet a lot of early decks keeping smites lets you survive better early. Seanse is pure value card. Silence is used as tech sometimes too.
Vs warriors you copy shuffle 10 into deck card, Vs druids copy Nomi if they play one into mass hysteria for a pretty much full board clear, and full board of your own next turn. Vs midrange decks or ones with low removal for tall minnions a copy of Catrina muerte allows you to play value game. Vs aggro just survive early game.
It has 14/2 winrate to quest druid. Only way to lose is not having your removal ready when double Nomi hits or when they play malygos version, as 1st 4-5 turns you are not punished for not developing board much. And after that with your removal you outlast every threat they can pose, while healing up if you allowed any damage to slip by. Eventually you complete quest and they don't have any removal for them to win board battles.
9/5 Vs quest rogue. It is mostly your win as rogue doesn't pack enough minnions to win board in later turns unless they got nuts cards from their steal effects, and/or Tess replayed some spells that shouldn't be likely.
4/0 Vs hunter faced few different decks but they all focused on early board which backfired. Hunter currently does not pack enough aggro or damage to burst you down with available removal early. Loses board and fails to finish it late due to execive heals.
6/4 Vs combo priest. Your amount of removal is usually enough to not allow them to make big minnions early, and later in the game, when you have 2+ taunts up without a mass dispel and a mistake on your part leaving 6+ max hp minnion up they cannot 1 shot you. Happens but you are favoured unless they draw nuts.
6/4 Vs control warrior, ussualy goes to fatigue you ussualy win value war there. Until you complete quest you do not pose enough threat but after it, your single minnion can ussualy contest board avoiding brawls and all other aoe removals.
1/1 Vs bomb warrior. Honestly didn't play enough to judge it too much but of you draw your penances early and avoid drawing too many bombs in a row I don't see much of a problem.
13/11 Vs quest shaman. Your deck Wins value wars Vs standard value version of it but, it is varnuable to token version with bloodlust, lost a couple of games to turn 5 bloodlust which could be avoidable teching in 2 mana priest aoe, but that spell just is useless in many other matchups.
2/3 Vs murloc shaman. You are unfavorable here if shaman drew decent curve . That new murloc that generates others is messing up early game. Just too many removals with priority. Murlock warleaders, and all. Survivable if you last to turn 5 and got mass hysteria. Holy nova does not cut it. Holy smite is not enough as well, pennance and shadow word pain is your Mulligan friends here. 3 hp is the benchmark in this. Current priest sadly might not necessarily clear the board with mass hysteria and if no, it is vurniable to charge minnions/bloodlust.
4/0 Vs quest pally, you auto win the game really, you outvalue paladin by making bigger minnions and your mass dispel and mass hysteria can clear many boards impossible to clear otherwise. You win value game.
OTK pally 0/3 I found no way to win this even with tech cards. Your game plan is to wait early game and it is more useful for palladin. He uses his card draw, has heals and immune to prevent your killing potential too. Packs many board clears as well, deals with big minnions well too. Most definitely an auto loss unless paladin makes some mistakes.
2/4 Vs murloc paladin. Honestly early game is worse than shamans and is easier to handle. Problem comes in their turn 4 play. If they get a discount on summoning murlocks and swarm you full board turn 5 is becomes insanely hard to remove and only mass hysteria can potentially save you, does not always happen though. Even if you have it.
3/2 Vs zoo warlock. It's kind of messy, boards might develop too fast and their removal can hit face if situation calls for it too. Lackeys can highroll as well. It is winnable with right starting hand. Gotta remove their darn flying carpet asap their board buff can create bad situations too early for you to have answers with low amount of card draw. If you manage to survive turn 6+ mostly won. They cannot do unmanagable burst unlike shaman or summon board as easy as murloc palladin. So once stabilised it is easy to get back to high hp levels.
Conjurer calling Mage... Honestly I have not seen a good mage deck yet. Conjurers calling mage is 1/1 but that deck was pathetic, and I my single loss was due to puzzle box of yog. Without random elements it is not up to standard.
Secret mage 2/0 you might struggle to develop board but neither can mage. Their win con of early burst is badly countered by all your healing, which helps you complete quest and heal more.
Faced some off meta decks too including c'thun priest 0/1, pirate rogue 1/1, big shaman 0/1, wall priest (no quest)2/0, quest priest (early game version with injured blade master etc.) 2/1, mech paladin 1/0, burgle rogue (no quest) 0/1( enemy found 2 mind controls then played tess and returned it to hand, lost miserably but mostly to RNG) 0/1, also mech aggro warrior 1/0 which I am not sure what the game plan was.
All in all, it performed reasonably well. I'd did fine Vs most meta decks and has good winrate Vs majority of popular matchups
OTK paladin and c'thun priest seem to me unwinnable matchups but how rerely o encountered them I deem it worthy enough to ignore those decks and accept auto losses.
Wanted to see your ideas and possible tech cards or cards to swap in.