This is the deck submission thread for this week's Fireside Chat. The deck theme for this week is Priest. Simply create a deck using the Hearthpwn deckbuilder, and share it in this thread to enter. The winner will receive Blossoming Ancient (or if you'd rather have $10 worth of Riot Points, you can have that instead) and street cred. We will discuss the decks in an upcoming episode. Don't forget to leave a description on your deck if you'd like to explain your choices!
Styrka I'm just gonna let you know that it has been confirmed by a Blue that +Spell Power does not increase Healing done. With that said, you might have known that in making this deck, but I just felt I should inform you in case you were unaware.
And here is the write-up for the deck from the Decks page, copied and pasted for your convenience:
Overview:
As is evident from the name, this deck is designed to dish out some mean spell damage as a Priest. It contains a fair share of + Spell Power as well as some Taunt minions to cover for them. There are also some draw cards to speed things up.
Basic Playstyle:
I am calling this a nuke deck, but as you can see there are only 4 direct-damage spells: Mind Blastx2 and Holy Smitex2. To account for this, there are many minions in this deck that will hopefully allow it to operate as a competitive aggro deck until you get a high-damage combo. Also, Auchenai Soulpriest can be combo'd with Greater Heal to dish out a pretty mean combo that scales on the size of your opponent's hand. The beauty of this combo is that it can be performed in a single turn at a relatively cheap cost (6 Mana total). There are also some other pretty strong combos in this deck.
Notable Combos:
Knife Juggler + Imp Master Should allow you to get some minions out there and deal some decent damage while you're at it. If you can drop a Defender of Argus down in between two garbage minions and spare some Mana to use your Hero Power periodically, then you should be able to survive for at least two or three turns easily.
Prophet Velen + Mind Blast or Holy Smite + a little bit of Spell Power = A fair dose of damage. If you have the Auchenai Soulpriest out on the board as well, Velen can substantially buff the damage of Greater Heal. NOTE: As the designer of this deck, I personally would only play a Soulpriest if I was ready to dish out a Greater Heal damage combo. Otherwise, I would keep them in my hand so I can toss out heals with my Hero Power.
Faceless Manipulator used to copy either Velen orMalygos will stack their affects, quadrupling damage/healing or adding +5 more Spell Power. If played after either one of them has been buffed by the above combos, GG. NOTE: If 2x Faceless Manipulators are played to copy an existing Prophet Velen, you're looking at an 8x increase to spell damage/healing, meaning Holy Smite now does 16 while Mind Blast now does 40. Epic. OR, now bear with me here, imagine your opponent has a full hand of cards and you have both Manipulators and Velen down. You then drop Auchenai Soulpriest and lay out a Greater Heal to deal 160 damage!!! Hilarious!
Notes:
The high-damage combos stated above are going to prove quite difficult to attain, because it requires that you stay alive until the late-game. Hopefully your aggro minions, Taunt, and your Hero Power will keep you alive until then.
The Divine Spirit + Inner Fire combo can also be used to increase the life span and board presence of one of your smaller/mid-range minions in a defensive role as well.
Hogger is added because he's the perfect card to cover for this deck with his constant spawning of Taunt minions.
Ancient Mage is added as opposed to a cheaper Dalaran Mage or a more useful Azure Drake because I don't expect to have trouble placing him between two minions, allowing for +2 Spell Power for 4 Mana.
Mass Dispel is added because in my opinion it's easily one of the most powerful Priest cards there is, and it draws you a card.
Lastly, it's important to note that I did not put Greater Heal in this deck exclusively for damage-dealing when combo'd with the Auchenai Soulpriest. It's role as a healing spell is not to be overlooked, and it can definitely be a life-saver should you get unfavorable draws.
I might make a few tweaks before the deadline, but I don't think it would be anything too radical.
This was the original deck I made just futzing around in the priest builder late at night. I also hadn't had the benefit at the time of listening to the fireside chat where they debated the relative strengths and weaknesses of the priest cards.
Played around with it a little more and came up with a more balanced deck.
The theme of this deck is to obviously exploit the healing power and buffs of the priest to maximum potential. In doing so I wanted to find cards that played well with power word: shield and inner fire mechanics, but didn't necessarily depend on them to be good. I also was trying to avoid an all eggs in one basket approach where you are depending on pulling a specific card early to pull off your strat. Another goal was to try and avoid going all in on buffing a card to godliness, as it seems that that strat can be countered fairly easily. However the option is still there if you get the right combo early.
The cards:
Abilities:
Power Word:Shield, Divine Spirit, Inner fire. 2 of each. Enough has been said on these I think.
Holy Nova - Damage them, heal yourself. What's not to like. Wanted two but decided to only put one in. Something that might be revisited at some point.
Fade - A good card to counter dispels, particularly mass dispel, or to build a wall before playing a beastly card. One card.
Mass Dispel - Situational, but the situations in which it would be useful it would shine. One card.
Mind Control - I really like this card. Turning the tables on your opponent is always nice. I mainly put it in as insurance against a theft of one of my own cards though, particularly Ysera. Can't justify more than one.
Minions:
These first two cards I mainly put in for there buffing power, although their attack and health are solid as well.
Shattered Sun Cleric x2 - 3/3 for 3 and gives another minion +1+1 when played. Helps with the buffing theme of the deck and is a pretty decent card on it's own.
Defender of Argus x2 - 3/3 for 4 and gives adjacent minions +1/+1 and taunt. Can be played after silence/mass dispel to bring back some utility, or to force threat where you want it to go.
Shieldbearer x2 - Low cost, high health, taunt. The lack of offense is my only concern but there are a few options in the deck that can help with this if needed. Benefits from any of the priest buffs cards, as well as SSC and, if silenced, DoA.
Ironbeak Owl x1 and Spellbreaker x1 - I really like the silence ability, but I'm not sure about these cards. They still could benefit from the buff spells and minions though so it's a tough call. But I might want to go with just the basic silences in the end and spend my mana on better cards.
Lightwarden x2 - If it plays out right these cards could quickly become monsters. Even better if the other side heals as well. Then use them as directed nuke or give them a health buff for longer term harrasment.
Northshire Cleric x2 - The only downside I see to this card is drawing too many cards too quickly and reaching the fatigue stage! But there is always a suicide solution if it starts getting out of control
Lightwell x2 - Sure we've all seen the LoLwell display in all it's glory, but I like what this card does just on it's own. From pumping up Lightwarden and NSC to keeping your high health minions staying that way, you just can't ignore this card.
Injured Blademaster x2 - Now we are getting somewhere. 3/7 for 3 but he knocks off 4 of his own health when he is played. Still you are a priest and damage can be healed. Extremely nice candidate for DoA.
Darkscale Healer x1 - A strong card that brings even more healing along with with it. Have I mentioned before how much this deck likes healing?
Gurubashi Berserker x2 - This is the card that originally gave me the idea for this deck. Unlike an enrage this guy keeps his building his attack. Boost with DoA for a monster that no one could ignore.
Ysera x1 - The crowning jewel of the deck. Her dream cards are very useful and can provide the needed firepower to finish the job. 9 mana cost is a steep price to pay but should be worth it. And if you still have any of your buff cards left when you play her (Power Word: Shield + Divine Spirit + Inner Fire), Lord have mercy!
So many other cards that would play nicely with the theme, it made it hard to narrow down. I didn't think this card was a good candidate for Prophet Velen because a lot of healing would come from the Hero Power, and unfortunately his ability doesn't boost that. Gruul was a serious contender as well for the top spot but Ysera just felt better.
Overall I'm pretty happy with most of the cards in the deck, with the exception of the silence situation as detailed above. The only cards I keep trying to find a place for are the Youthful and Ancient Brewmasters. They are some decently powered cards whose downside could be turned into an upside in the right situation. Rescue a high value card that would otherwise die next turn or return a useful card that has been rendered useless. Depending on how well the Northshire Clerics would function in the deck I'd probably look and see if I could trim a minion or two and get one or two of these guys in.
Also, is there any way we can get a more definitive deadline? "An upcoming episode" isn't exactly crystal clear lol.
We're trying to do an episode every friday afternoon (EST), so people have a week to submit their decks. The thread will be locked when the next show goes live and then a winner will be decided on air. We will reschedule as needed though, we all live pretty busy lives and stuff might come up.
You can always give the code to someone else! Don't forget about that hearthpwn street cred you get in addition to the pet. You can't say no to street cred!
Yeah I don't play WoW man, I would just sell it for Blizzard bucks via a D3 AH transaction. That way I could use the money for Hearthpwn. I just assume that many people have D3, whether they like it or not.
Tried to make a control deck. I'll admit it didn't turn out as amazing as I wanted it to. I don't know too many of the cards yet, because I've only started looking at them a bit ago. The deck would be a little slow due to the lack of brute force in the cards, but the idea is to keep your opponent from doing anything in order so you can actually get a few minions out and slowly chip away at him as well as take his minions from him to do some damage.
I made this deck like a month ago, I modified it over the month still can't decide on some cards but it's pretty solid and fun deck :D Each game is so different from the others because you never know hat you get from card coppies
The goal of this deck is to produce minions that, while good on their own, are exceptional when boosted by the Priest's spells. Minions like the Young Priestess and spells such as Power Word: Shield and Divine Spirit increase the health of minions, and then the Crazed Alchemist and Inner Fire turn that health into attack damage.
Combos:
Raging Worgen + Lesser Heal (or any other heal for that matter) is a great way to get rid of weaker minions.
Crazed Alchemist and Inner Fire both turn minions with a lot of health into minions that can suddenly deal a lot of damage. Inner Fire is obviously better, but Crazed Alchemist can also be used to mess with the opponent's minions or to kill off pesky totems if necessary.
Prophet Vealen + Mind Blast allows the Priest to do a guaranteed 10 damage to the opposing player in a single turn late game, sooner if Alarm-o-Bot is playing nice.
Individual Cards:
Alarm-o-Bot helps improve the Priest's ability to bring out the stronger minions in the deck.
Mind Control may be expensive, but it "destroys" a powerful minion on the opponent's side and "generates" one for the Priest. Doing the same thing with other cards would probably cost about 8 mana, and this does all that in a single card.
Mass Dispel is a great way to clear out the enemy's taunt minions so the Priest's minions can strike the enemy hero directly.
The Point of this deck is to swarm the enemy with creatures and continue to put pressure on them until they run out of answers. There are 8 one drops, 8 two drops which allows you to have impact and start pressuring early.
KEY CARDS
Murlocs- Meat and potatoes of the deck, used to swarm enemy and start the clock early.
Lightwell- You will be trading a lot with this deck and helps add some sustain to your murlocs.
Mindblast, Holy smite, Shadowform- can be used to finish the enemy off late game, and smite can be used to finish an enemy minion off if necessary.
Fade- Makes a wall of minions to prevent the enemy from trying to race you and cantrips.
Mass dispel- Gets rid of pesky status effects like Taunt and Divine shield, also stops combo creatures and also cantrips.
Mind control- One-of can be replaced with Old Murk-Eye. Used mainly for taking control of a legendary or someone with big attack to close out the game.
Onyxia- Used to close a game or rebuild after a board wipe. Picked this over Deathwing and the like, because at this point in the game the enemy should be low enough were Ony and her babies should be able to get the last 3-5 points you need to win after a board clear.
Basic Playstyle: Use the enemy's strengths against him. This is a kinda risky deck so I tried to put some safety in it with taunt minions and board wipers,since priests don't have that much removals.
Combos: Mostly Faceless Manipulator with any strong Epic/Legendary (Sylvanas,Ragnaros,etc.) besides that one it's all about your opponent's combos since you will be using most of his deck.
Notes: This deck should be played very carefully since it doesn't use that much healing cards and you will need the mana for stealing and not for healing.
This deck is usually for longer fights, most of my tries on Cockatrice last about 8-15 turns. Main goal : Stay alive healing as many damage as you want then kill opponent with few big strikes when you are ready.
There is not so many minions (13) but with 2x Thoughtsteal and 2x Mind Vision you can use opponent's ones against him. Thanks to this cards you usually have a lot of interesting cards on your hand and flexible ways to deal with opponent (especially if you are lucky with them).
Wild Pyromancer - this is MUST BE card here, with tokens decks like Shaman etc. without that card it's terrible hard... and with this card ... and with help of Young Priestess, Power Word: Shield and a lot of spells it's like nice BBQ ;)
Personally, I don't like the healing/stealing minions/buffing a few minions play style, so it has been pretty hard for me to find a priest deck that I enjoy. I also didn't want to make a Spellpower deck because I think other classes can do it more smoothly. Instead, I wanted to make the deck that felt unique to the priest class, but didn't feel like the above choices. Finally, I settled on something I feel is unique and a ton of fun to play: Silencing your own minions. :)
Playstyle:
Many of the minions in this deck are extremely strong, but have some sort of drawback for being played. For example, Ancient Watcher is a 4/5 for 2 mana; however, if it is silenced, you potentially have a 4/5 before your opponent can handle it. Furthermore, when you play a card like Ancient Watcher, your opponent has a tough choice: use abilities/minions to kill it for potentially no gain or ignore it. Most players in my experience are more worried of me buffing the minions health and then attacking with Inner Fire or Crazed Alchemist. However, they are preparing for something that won't happen and that often gives you a significant edge strategically.
Things To Do:
Auchenai Soulpriest + Circle of Healing = A fantastic board clear. Most of the minions in this deck have extremely high base health, so it is alright if there is some collateral damage. Since the Soulpriest has 5 health as well, you effectively give yourself board control on turn 4. I love this combo a lot.
Ancient Watcher, Venture Co. Mercenary, The Beast, and even Ragnaros the Firelord all benefit from being silenced. The first 3 are fairly obvious; however, Ragnaros is a bit more subtle. Silencing Ragnaros give you the opportunity to direct your damage from him. If your opponent lacks a taunt minion but has plenty of small minions to prevent him from hitting their life, you can easily get around that. For the Ancient Watcher and Venture Co. Mercenary, I wait at least 1 turn before I silence them. That way they are ready to attack without delay and if your opponent kills them on their turn, you don't waste a silence. For The Beast, I silence it immediately so there is no chance of giving my opponent a 3/3. I save Silence for Venture Co. Mercenary and The Beast because for the Mercenary I don't have to pay the minion cost and for The Beast, I don't need more than 6 mana on a single turn.
If you desperately need to heal with Greater Heal and you have an Auchenai's SoulPriest out, you can silence your priest and use your heal on yourself (or on the priest if it is damaged from Circle of Healing or otherwise).
Mind Control was added for some sick enemy steals. This deck doesn't have too much draw power, so the double copy is in there for consistency.
Some Card Choices:
The remaining cards in the deck are there to maintain board control, hand size, health, or any combination of the three. The only card not specifically mentioned that I think needs addressed is Greater Heal. I use this defensively instead of offensively. Rarely do I use it to kill a minion or hit the enemy (but I have on occasion). Normally, I use it when I have decent board control and my opponent has a decent hand size to top myself off. Since I don't run any taunt minions in the deck, the deck is susceptible to charge and other rush tactics. Greater Heal balances that weakness pretty well.
Overall:
This deck is extremely tricky to play and even trickier to play against. In most cases, you will have silences to spare and your opponent will be extremely frustrated with losing all the text off of their cards. Its really fun to play and I encourage you to give it a try.
EDIT: I removed 2x Novice Engineer and added 2x Mind Control. The deck works pretty well, but after some play testing with Angelcrest, it was apparent that draw power wasn't really needed (not much was played and he had a decent hand size and maintained board control without either engineer). Furthermore, in the few games we played, a well timed Mind Control would be the difference between a win and a loss. Instead of wasting a few cards to take care of big minions, dropping 1 Mind Control will send your opponent scrambling to not lose in the next turn.
This is the deck submission thread for this week's Fireside Chat. The deck theme for this week is Priest. Simply create a deck using the Hearthpwn deckbuilder, and share it in this thread to enter. The winner will receive Blossoming Ancient (or if you'd rather have $10 worth of Riot Points, you can have that instead) and street cred. We will discuss the decks in an upcoming episode. Don't forget to leave a description on your deck if you'd like to explain your choices!
To view this week's podcast, check it out on the HearthPwn TwitchTV channel.
Embraced the priestliness, and made a friendly healing deck!
Styrka I'm just gonna let you know that it has been confirmed by a Blue that +Spell Power does not increase Healing done. With that said, you might have known that in making this deck, but I just felt I should inform you in case you were unaware.
Ah, wasn't certain. Still helps with the nova and blast, but yes it might be more beneficial to drop the +1 minions.
Here's my deck:
And here is the write-up for the deck from the Decks page, copied and pasted for your convenience:
I might make a few tweaks before the deadline, but I don't think it would be anything too radical.
EDIT: Renamed deck to something more appropriate.
Now thats a kickass explanation Shnackaran
Ty sir!
Also, is there any way we can get a more definitive deadline? "An upcoming episode" isn't exactly crystal clear lol.
This is a deck I threw together. I tried to synergize the priestly healing power with some cards that could benefit from it.
http://www.hearthpwn.com/decks/985-click-on-the-lightwell
This was the original deck I made just futzing around in the priest builder late at night. I also hadn't had the benefit at the time of listening to the fireside chat where they debated the relative strengths and weaknesses of the priest cards.
Played around with it a little more and came up with a more balanced deck.
The theme of this deck is to obviously exploit the healing power and buffs of the priest to maximum potential. In doing so I wanted to find cards that played well with power word: shield and inner fire mechanics, but didn't necessarily depend on them to be good. I also was trying to avoid an all eggs in one basket approach where you are depending on pulling a specific card early to pull off your strat. Another goal was to try and avoid going all in on buffing a card to godliness, as it seems that that strat can be countered fairly easily. However the option is still there if you get the right combo early.
The cards:
Abilities:
Power Word:Shield, Divine Spirit, Inner fire. 2 of each. Enough has been said on these I think.
Holy Nova - Damage them, heal yourself. What's not to like. Wanted two but decided to only put one in. Something that might be revisited at some point.
Fade - A good card to counter dispels, particularly mass dispel, or to build a wall before playing a beastly card. One card.
Mass Dispel - Situational, but the situations in which it would be useful it would shine. One card.
Mind Control - I really like this card. Turning the tables on your opponent is always nice. I mainly put it in as insurance against a theft of one of my own cards though, particularly Ysera. Can't justify more than one.
Minions:
These first two cards I mainly put in for there buffing power, although their attack and health are solid as well.
Shattered Sun Cleric x2 - 3/3 for 3 and gives another minion +1+1 when played. Helps with the buffing theme of the deck and is a pretty decent card on it's own.
Defender of Argus x2 - 3/3 for 4 and gives adjacent minions +1/+1 and taunt. Can be played after silence/mass dispel to bring back some utility, or to force threat where you want it to go.
Shieldbearer x2 - Low cost, high health, taunt. The lack of offense is my only concern but there are a few options in the deck that can help with this if needed. Benefits from any of the priest buffs cards, as well as SSC and, if silenced, DoA.
Ironbeak Owl x1 and Spellbreaker x1 - I really like the silence ability, but I'm not sure about these cards. They still could benefit from the buff spells and minions though so it's a tough call. But I might want to go with just the basic silences in the end and spend my mana on better cards.
Lightwarden x2 - If it plays out right these cards could quickly become monsters. Even better if the other side heals as well. Then use them as directed nuke or give them a health buff for longer term harrasment.
Northshire Cleric x2 - The only downside I see to this card is drawing too many cards too quickly and reaching the fatigue stage! But there is always a suicide solution if it starts getting out of control
Lightwell x2 - Sure we've all seen the LoLwell display in all it's glory, but I like what this card does just on it's own. From pumping up Lightwarden and NSC to keeping your high health minions staying that way, you just can't ignore this card.
Injured Blademaster x2 - Now we are getting somewhere. 3/7 for 3 but he knocks off 4 of his own health when he is played. Still you are a priest and damage can be healed. Extremely nice candidate for DoA.
Darkscale Healer x1 - A strong card that brings even more healing along with with it. Have I mentioned before how much this deck likes healing?
Gurubashi Berserker x2 - This is the card that originally gave me the idea for this deck. Unlike an enrage this guy keeps his building his attack. Boost with DoA for a monster that no one could ignore.
Ysera x1 - The crowning jewel of the deck. Her dream cards are very useful and can provide the needed firepower to finish the job. 9 mana cost is a steep price to pay but should be worth it. And if you still have any of your buff cards left when you play her (Power Word: Shield + Divine Spirit + Inner Fire), Lord have mercy!
So many other cards that would play nicely with the theme, it made it hard to narrow down. I didn't think this card was a good candidate for Prophet Velen because a lot of healing would come from the Hero Power, and unfortunately his ability doesn't boost that. Gruul was a serious contender as well for the top spot but Ysera just felt better.
Overall I'm pretty happy with most of the cards in the deck, with the exception of the silence situation as detailed above. The only cards I keep trying to find a place for are the Youthful and Ancient Brewmasters. They are some decently powered cards whose downside could be turned into an upside in the right situation. Rescue a high value card that would otherwise die next turn or return a useful card that has been rendered useless. Depending on how well the Northshire Clerics would function in the deck I'd probably look and see if I could trim a minion or two and get one or two of these guys in.
We're trying to do an episode every friday afternoon (EST), so people have a week to submit their decks. The thread will be locked when the next show goes live and then a winner will be decided on air. We will reschedule as needed though, we all live pretty busy lives and stuff might come up.
You can always give the code to someone else! Don't forget about that hearthpwn street cred you get in addition to the pet. You can't say no to street cred!
Yeah I don't play WoW man, I would just sell it for Blizzard bucks via a D3 AH transaction. That way I could use the money for Hearthpwn. I just assume that many people have D3, whether they like it or not.
If the winner wants 10$ worth of riot point we could do that instead.
Edited op. RP OP.
Tried to make a control deck. I'll admit it didn't turn out as amazing as I wanted it to. I don't know too many of the cards yet, because I've only started looking at them a bit ago. The deck would be a little slow due to the lack of brute force in the cards, but the idea is to keep your opponent from doing anything in order so you can actually get a few minions out and slowly chip away at him as well as take his minions from him to do some damage.
I made this deck like a month ago, I modified it over the month still can't decide on some cards but it's pretty solid and fun deck :D Each game is so different from the others because you never know hat you get from card coppies
Let me change your mind
Edit: Added in Mind Blast, because Prophet Vealen + Mind Blast is too good to pass up.
The Point of this deck is to swarm the enemy with creatures and continue to put pressure on them until they run out of answers. There are 8 one drops, 8 two drops which allows you to have impact and start pressuring early.
KEY CARDS
Murlocs- Meat and potatoes of the deck, used to swarm enemy and start the clock early.
Lightwell- You will be trading a lot with this deck and helps add some sustain to your murlocs.
Mindblast, Holy smite, Shadowform- can be used to finish the enemy off late game, and smite can be used to finish an enemy minion off if necessary.
Fade- Makes a wall of minions to prevent the enemy from trying to race you and cantrips.
Mass dispel- Gets rid of pesky status effects like Taunt and Divine shield, also stops combo creatures and also cantrips.
Mind control- One-of can be replaced with Old Murk-Eye. Used mainly for taking control of a legendary or someone with big attack to close out the game.
Onyxia- Used to close a game or rebuild after a board wipe. Picked this over Deathwing and the like, because at this point in the game the enemy should be low enough were Ony and her babies should be able to get the last 3-5 points you need to win after a board clear.
Edit: English is hard
Priest Control-Copy/Steal Deck
Basic Playstyle: Use the enemy's strengths against him. This is a kinda risky deck so I tried to put some safety in it with taunt minions and board wipers,since priests don't have that much removals.
Combos: Mostly Faceless Manipulator with any strong Epic/Legendary (Sylvanas,Ragnaros,etc.) besides that one it's all about your opponent's combos since you will be using most of his deck.
Notes: This deck should be played very carefully since it doesn't use that much healing cards and you will need the mana for stealing and not for healing.
This deck is usually for longer fights, most of my tries on Cockatrice last about 8-15 turns.
Main goal : Stay alive healing as many damage as you want then kill opponent with few big strikes when you are ready.
There is not so many minions (13) but with 2x Thoughtsteal and 2x Mind Vision you can use opponent's ones against him.
Thanks to this cards you usually have a lot of interesting cards on your hand and flexible ways to deal with opponent (especially if you are lucky with them).
It's quite easy to stay alive long thanks to hero ability, 2x Greater Heal and minions 2x Earthen Ring Farseer, 2xVoodoo Doctor and 1x Prophet Velen (in specific situations).
Additionaly we have great defensive taunt minion 2x Mogu'shan Warden, which with 2x Inner Fire can be terrible useful.
Ways to killed opponent's hero :
Auchenai Soulpriest + Greater Heal => usually in the mid-game opponent have 6-9 cards so it's hit for 12-18 to opponent hero !
Auchenai Soulpriest + Earthen Ring Farseer or Voodoo Doctor or Hero ability => possibility of some additional damage to opponent hero or minions.
Prophet Velen + 2x Mind Blast => hits for 10 damage to opponent hero.
Big guy with a lot of life like Mogu'shan Warden, Prophet Velen, Auchenai Soulpriest or even Nat Pagle boofed by cards like Young Priestess, Power Word: Shield, Divine Spirit and before big hit with Inner Fire !
Cards like 2x Shadow Word: Pain and 2x Silence are just great in defensive.
Wild Pyromancer - this is MUST BE card here, with tokens decks like Shaman etc. without that card it's terrible hard... and with this card ... and with help of Young Priestess, Power Word: Shield and a lot of spells it's like nice BBQ ;)
Introduction:
Personally, I don't like the healing/stealing minions/buffing a few minions play style, so it has been pretty hard for me to find a priest deck that I enjoy. I also didn't want to make a Spellpower deck because I think other classes can do it more smoothly. Instead, I wanted to make the deck that felt unique to the priest class, but didn't feel like the above choices. Finally, I settled on something I feel is unique and a ton of fun to play: Silencing your own minions. :)
Playstyle:
Many of the minions in this deck are extremely strong, but have some sort of drawback for being played. For example, Ancient Watcher is a 4/5 for 2 mana; however, if it is silenced, you potentially have a 4/5 before your opponent can handle it. Furthermore, when you play a card like Ancient Watcher, your opponent has a tough choice: use abilities/minions to kill it for potentially no gain or ignore it. Most players in my experience are more worried of me buffing the minions health and then attacking with Inner Fire or Crazed Alchemist. However, they are preparing for something that won't happen and that often gives you a significant edge strategically.
Things To Do:
Some Card Choices:
The remaining cards in the deck are there to maintain board control, hand size, health, or any combination of the three. The only card not specifically mentioned that I think needs addressed is Greater Heal. I use this defensively instead of offensively. Rarely do I use it to kill a minion or hit the enemy (but I have on occasion). Normally, I use it when I have decent board control and my opponent has a decent hand size to top myself off. Since I don't run any taunt minions in the deck, the deck is susceptible to charge and other rush tactics. Greater Heal balances that weakness pretty well.
Overall:
This deck is extremely tricky to play and even trickier to play against. In most cases, you will have silences to spare and your opponent will be extremely frustrated with losing all the text off of their cards. Its really fun to play and I encourage you to give it a try.
EDIT: I removed 2x Novice Engineer and added 2x Mind Control. The deck works pretty well, but after some play testing with Angelcrest, it was apparent that draw power wasn't really needed (not much was played and he had a decent hand size and maintained board control without either engineer). Furthermore, in the few games we played, a well timed Mind Control would be the difference between a win and a loss. Instead of wasting a few cards to take care of big minions, dropping 1 Mind Control will send your opponent scrambling to not lose in the next turn.