While ragnaros synergies well with grommash/alex, I personally don't like the card, its inconstant, bgh-able, and rarely does what I need an 8 drop to do. Slam should be replaced with bash. Bash is an incredible card that allows warriors to kill cheap creatures behind taunts cheaply, without using premium removal. The cycle is not really needed. Harrison jones is an interchangeable card, however I do think it is good in this meta. If the meta changes, it should be the first or one of the first cards you take out. You also do not need 2 shield blocks.
So lets go over what I think could be taken out:
-1Shield Block,-1Slam,-1Rag,-1harrison(if the meta changes)
My suggestions for cards that could be added:
-+1Bash (Highly Highly recommend), +1 Ysera (replaces rag, I almost never use the word always but will it will close to always get more value/do more for you)
-+1 shredders or +1Varient or +Justicar. I would say that shredder is a great card in control warrior as a one off and maybe even a two off but justicar and variant are both cards to consider. If things slow down a lot, varien is the best card, if mage/hunter dominate the meta, justicar can save your butt in many games, and if the meta continues to be paladin/warrior/shaman then shredder is a great card to smooth out your curvee and contest the board pre turn 5/6.
Look at the reply that I made to Vid_X as well, it offers some deck building control warrior choices as well.
I hope this helped! Thanks for posting and If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
What do you think of this, I haven't tried it in the past couple of days but the first 2 days of TGT I played it and went 12-2 at rank 13-10ish. Haven't tried it since because it can be somewhat slow games and I was trying to climb faster before end of season.
Currently there are three viable deck archetype for priest: Dragon, Control and Tempo. (Also otk but bleh to that). Midrange is something we don't see all too often so I can give you feedback based on substantial experience just theoretical experience:
Priest is a class that uses its hero power at key moments during the early and mid game, and therefore would not use it enough to justify frost giants. For frost giants to be good you want to use your hero ability about 5-6 times a game consistently. By the end of the game you want to go double giant in one turn or light bomb giant in order to swing the game back in your favor for example. Realistically this card will most likely cost 6-7 when you need to most which is too much for a vanilla giant. So -2 frost giant.
Eydis synergies well with priest cards and can be effective/valuable, however it requires play testing in a deck like this, which lacks the sturdy backbone that dragon priest has with its taunts and value creatures.
AOE: this is a fine line that is very meta dependent. Right now I would say running all 2 holy novas and one light bomb would be good. Lightbombo deals very well with control warrior handlock and patrons, however you only really need one good light bomb to close out the game/swing it back in your favor, however, with the onslaught of paladin/mage/hunter/shaman, you will usually get significant value off of it. However if the meta shifts to more control you can adjust the aoe accordingly.
You run a lot of 1 ofs which means your list is going to be inconsistent most of the time.
Lets try to smooth it out in a simple manner.
-1 Flame juggler (not enough value) -1 senjin. (better anti aggro cards.) -2 frost giant (not worth it simply enough). -1cabal (two is too many for a midrange deck.) //// +1 holy nova, +1 slyvanas (midrange value card), +1 shadow word madness (deals with the meta very effectively.) +1 recombobulater (works well with list). +loatheb/ysera
Slyvanas/holy nova should add some consistency while shadow word madness and recombulater generate the value that you need to beat aggro and midrange decks. Loatheb should be put in when the meta calls for you needing to tempo out your opponent. (I.E. lots of druids/mages/rogues etc) Ysera should be put in when there is a heavy control meta and you need that extra card to really fuel your late game. Now we have one card that I'm going to leave up to you because it is meta dependent. I will give you some options however: This deck lacks a silence so an owl (maybe even a spell breaker since the deck lacks significant 4 drops) would be a good option. A power world glory is another option if the aggro is super aggro and it also synergies with eydis. An ooze/harrison could be a good add depending on how fast the meta is and how many weapon classes there are. Or a second pyro. But personally, I would put in a silence or a weapon removal card, try out both and see which one is working better in your deck.
Another option to consider is simply in a piloted shredder for consistency.
Midrange priest is hard to mid on the head because it lacks two drops and four drop class cards (that are played on two and four) which are filled in by dragon priest, which makes it the current superior archetype. However I encourage you to try some of the changes I recommended and test our your deck. The more you experiment and play it the more you will know whats good and bad in it and what you need and don't need.
Thanks for posting and If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
Thank you for the response!
I might have actually mislabeled it and it could be more tempoish I tend to get tempo and midrange mixed up.
I will definitely look into some of the changes. I'm not necessarily sold on the frost giants, because they have won some games for me and I was grabbing them and playing for around 3-5 mana in general. Again I haven't played since the first couple days when it was a few more midrange decks and not the super aggro secret paladins so I they could be much worse now vs the heavier aggro meta, also was at lowish ranks (14-10). Same thing with holy champion as well, as when I have played I found it was actually fine to play on 4 as long as you werent really behind on board, since it has a very high soft taunt so almost acts like a sen'jin that can grow, though only if you are somewhat even on board. I do agree it is harder to play midrange style priest due to lack of solid 4's and 2's. 2's I was considering actually lance bearer to buff your one drops to be able to trade up, which can be use for the same later. That is kind of how the deck has to play is trade up without dying and then heal up to build up board presence that way, which is why the giants were working as it was used a little more than in traditional priests.
I will definitely try the -1 senjin -1 juggler for the shadow madness and recombobulator and -1 cabal for holy nova or sylvanas (will test to see which one performs better), and keep an eye on the giants as well as I play this more in the aggro meta.
Eydis is on the list as well, I included it as it can challenge the most common 4 drop, shredder, on turn 4 as long as you have a PW: Shield for it and especially if you hit the random damage but I think it's a little too inconsistent and you need both of those, and might be a reason to add PW:Glory for another activator for that as well if I do end up removing the giants.
Or possibly shadowboxer as a 2 drop instead of the recombobulator and a shrinkmeister, as this deck tends to be better with minions having higher attack than health, plus a turn 2 shadowboxer into turn 3 cleric heal can be a decent play vs the aggro meta. What would your thoughts be on that, or is it just too slow?
Also, I have been thinking of testing lightwell... yes it can't attack but it can delay the damage until you get your powerful 3,4,5 drops out and help keep them out, but again, might be too slow.
For 4 drops, spawn of shadows might actually be decent as well if the meta goes back to slower, against aggro obviously probably not. Dark Iron Dwarf might be ok as it allows you to trade up while putting a decent body on the board as well.
Anyway you have definitely given me some ideas and I will be trying them out so thank you!
Thank you for your quick answer, unfortunately i dont own Ysera, Varian Wrynn or Justicar Trueheart but i have the dust to craft them, should i craft them all?
What do you think of this, I haven't tried it in the past couple of days but the first 2 days of TGT I played it and went 12-2 at rank 13-10ish. Haven't tried it since because it can be somewhat slow games and I was trying to climb faster before end of season.
Currently there are three viable deck archetype for priest: Dragon, Control and Tempo. (Also otk but bleh to that). Midrange is something we don't see all too often so I can give you feedback based on substantial experience just theoretical experience:
Priest is a class that uses its hero power at key moments during the early and mid game, and therefore would not use it enough to justify frost giants. For frost giants to be good you want to use your hero ability about 5-6 times a game consistently. By the end of the game you want to go double giant in one turn or light bomb giant in order to swing the game back in your favor for example. Realistically this card will most likely cost 6-7 when you need to most which is too much for a vanilla giant. So -2 frost giant.
Eydis synergies well with priest cards and can be effective/valuable, however it requires play testing in a deck like this, which lacks the sturdy backbone that dragon priest has with its taunts and value creatures.
AOE: this is a fine line that is very meta dependent. Right now I would say running all 2 holy novas and one light bomb would be good. Lightbombo deals very well with control warrior handlock and patrons, however you only really need one good light bomb to close out the game/swing it back in your favor, however, with the onslaught of paladin/mage/hunter/shaman, you will usually get significant value off of it. However if the meta shifts to more control you can adjust the aoe accordingly.
You run a lot of 1 ofs which means your list is going to be inconsistent most of the time.
Lets try to smooth it out in a simple manner.
-1 Flame juggler (not enough value) -1 senjin. (better anti aggro cards.) -2 frost giant (not worth it simply enough). -1cabal (two is too many for a midrange deck.) //// +1 holy nova, +1 slyvanas (midrange value card), +1 shadow word madness (deals with the meta very effectively.) +1 recombobulater (works well with list). +loatheb/ysera
Slyvanas/holy nova should add some consistency while shadow word madness and recombulater generate the value that you need to beat aggro and midrange decks. Loatheb should be put in when the meta calls for you needing to tempo out your opponent. (I.E. lots of druids/mages/rogues etc) Ysera should be put in when there is a heavy control meta and you need that extra card to really fuel your late game. Now we have one card that I'm going to leave up to you because it is meta dependent. I will give you some options however: This deck lacks a silence so an owl (maybe even a spell breaker since the deck lacks significant 4 drops) would be a good option. A power world glory is another option if the aggro is super aggro and it also synergies with eydis. An ooze/harrison could be a good add depending on how fast the meta is and how many weapon classes there are. Or a second pyro. But personally, I would put in a silence or a weapon removal card, try out both and see which one is working better in your deck.
Another option to consider is simply in a piloted shredder for consistency.
Midrange priest is hard to mid on the head because it lacks two drops and four drop class cards (that are played on two and four) which are filled in by dragon priest, which makes it the current superior archetype. However I encourage you to try some of the changes I recommended and test our your deck. The more you experiment and play it the more you will know whats good and bad in it and what you need and don't need.
Thanks for posting and If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
Thank you for the response!
I might have actually mislabeled it and it could be more tempoish I tend to get tempo and midrange mixed up.
I will definitely look into some of the changes. I'm not necessarily sold on the frost giants, because they have won some games for me and I was grabbing them and playing for around 3-5 mana in general. Again I haven't played since the first couple days when it was a few more midrange decks and not the super aggro secret paladins so I they could be much worse now vs the heavier aggro meta, also was at lowish ranks (14-10). Same thing with holy champion as well, as when I have played I found it was actually fine to play on 4 as long as you werent really behind on board, since it has a very high soft taunt so almost acts like a sen'jin that can grow, though only if you are somewhat even on board. I do agree it is harder to play midrange style priest due to lack of solid 4's and 2's. 2's I was considering actually lance bearer to buff your one drops to be able to trade up, which can be use for the same later. That is kind of how the deck has to play is trade up without dying and then heal up to build up board presence that way, which is why the giants were working as it was used a little more than in traditional priests.
I will definitely try the -1 senjin -1 juggler for the shadow madness and recombobulator and -1 cabal for holy nova or sylvanas (will test to see which one performs better), and keep an eye on the giants as well as I play this more in the aggro meta.
Eydis is on the list as well, I included it as it can challenge the most common 4 drop, shredder, on turn 4 as long as you have a PW: Shield for it and especially if you hit the random damage but I think it's a little too inconsistent and you need both of those, and might be a reason to add PW:Glory for another activator for that as well if I do end up removing the giants.
Or possibly shadowboxer as a 2 drop instead of the recombobulator and a shrinkmeister, as this deck tends to be better with minions having higher attack than health, plus a turn 2 shadowboxer into turn 3 cleric heal can be a decent play vs the aggro meta. What would your thoughts be on that, or is it just too slow?
Also, I have been thinking of testing lightwell... yes it can't attack but it can delay the damage until you get your powerful 3,4,5 drops out and help keep them out, but again, might be too slow.
For 4 drops, spawn of shadows might actually be decent as well if the meta goes back to slower, against aggro obviously probably not. Dark Iron Dwarf might be ok as it allows you to trade up while putting a decent body on the board as well.
Anyway you have definitely given me some ideas and I will be trying them out so thank you!
I would not recommend lance carriers first of all haha.
I think its actually a viable card but definitely not in this deck. If this deck is more tempo oriented i would highy recommend loatheb (unless your 5 drop slot is too cluttered). Lightwell is not a viable card in my opinion. It is good in otk decks but not in tempo/midrange. I would not recommend dark iron dwarf because you lack consistent early game, and spawn of shadows doesn't fit into the deck but it is likely you will be facing aggressive opponents and when you are facing lets say warrior control he will just be able to out armor the effect. In addition priest hero power is the weakest in the game and if you are playing a tempo deck you can only use it in key situations.
I think that shadowboxer is a meh card however I do recognize your lack of two drops. Northshire is a fine card, but shadowboxer is too slow to generate value. I would recommend keeping the shrinkmeisters/recombobulator. But play around with cutting the recombobulator or 1 shrinkmeister as well as running them each for 4-5 matches to see how they perform. 1 shrinkmeister is necessary but not necessary two. I have seen holy champion be a decent card however I HIGHLY recommend trying out double shredder in its place, or simply adding them along with the holy champions altogether as they are a premium 4 drop that work excellent in midrange/tempo decks.
The meta seems to be much to fast for frost giant, and if you are healing every turn you have already won the game. You don't need win more cards you need to stabilize against aggression which is roughly 60-70% of the meta currently. It has definitely sped up since TGT launch and I doubt you will have much success but you are welcome to give it a try.
Power word glory is a card I would recommend taking a good look at. Not only does it act as a pacify effect when you put it on enemy minions (stops them from attacking) but also synergies with your eydis. If you are going to add a card to hard counter aggression power world glory is the card because of the other synergies in your deck.
I hope that helped. You have some good ideas with card choices but you look at card in ideas situations. You need to look at cards in more realistic situations. For example with the lance carrier and dark iron dwarf there is below a 50% chance you will have a minion on board that will survive on the turn you are playing it and therefore makes their effects and the card below average. Lance carrier is too cute of a card and shredder is superior on a consistent basis to dark iron.
Take these things into consideration, try out the deck, and message me with some results I would love to hear how it does!
Thank you for your quick answer, unfortunately i dont own Ysera, Varian Wrynn or Justicar Trueheart but i have the dust to craft them, should i craft them all?
That entirely depends on how much dust you have. I think that a an absolute Must Have is Ysera in your collection because she is so strong and can go into multiple different decks. In addition, I would craft Ysera over the other two as some professionals and streams and players alike debate whether justicar and varien are good in control warrior. Some say yes others say no. They are definitely not core cards by any means. However Ysera is (imo.
I would craft justicar if you like to play paladin or have a midrange paladin deck. Justicar currently shines in paladin for sure and warrior (debatably, however i think it makes some matchups a lot better). So if you play those two decks I would say its definitely worth it.
Other cards to consider for late game powerhouse value cards:
Sneeds: Quite excellent in certain match ups and even though it is RNG it statistically should generate enough value to be worth it in many situations.
Gorehowl: One of my personal favorites: if you have ever been at 30 health 30 armor and are sitting there waiting to die because your opponent has out valued you and you have run out of threats, this could be a straight up win condition. Gorehowl is an INSANE card, but the opportunity cost is often too high (the expense of health) however if you are playing control warrior and often find yourself with tons of health consider it. It also acts as a way to deal 7 damage out of nowhere, which makes it more flexible. Gorehowl also synergies well with justicar as it provides a way to essentially negate the damage you take from killing minions with it.
What do you think of this, I haven't tried it in the past couple of days but the first 2 days of TGT I played it and went 12-2 at rank 13-10ish. Haven't tried it since because it can be somewhat slow games and I was trying to climb faster before end of season.
Currently there are three viable deck archetype for priest: Dragon, Control and Tempo. (Also otk but bleh to that). Midrange is something we don't see all too often so I can give you feedback based on substantial experience just theoretical experience:
Priest is a class that uses its hero power at key moments during the early and mid game, and therefore would not use it enough to justify frost giants. For frost giants to be good you want to use your hero ability about 5-6 times a game consistently. By the end of the game you want to go double giant in one turn or light bomb giant in order to swing the game back in your favor for example. Realistically this card will most likely cost 6-7 when you need to most which is too much for a vanilla giant. So -2 frost giant.
Eydis synergies well with priest cards and can be effective/valuable, however it requires play testing in a deck like this, which lacks the sturdy backbone that dragon priest has with its taunts and value creatures.
AOE: this is a fine line that is very meta dependent. Right now I would say running all 2 holy novas and one light bomb would be good. Lightbombo deals very well with control warrior handlock and patrons, however you only really need one good light bomb to close out the game/swing it back in your favor, however, with the onslaught of paladin/mage/hunter/shaman, you will usually get significant value off of it. However if the meta shifts to more control you can adjust the aoe accordingly.
You run a lot of 1 ofs which means your list is going to be inconsistent most of the time.
Lets try to smooth it out in a simple manner.
-1 Flame juggler (not enough value) -1 senjin. (better anti aggro cards.) -2 frost giant (not worth it simply enough). -1cabal (two is too many for a midrange deck.) //// +1 holy nova, +1 slyvanas (midrange value card), +1 shadow word madness (deals with the meta very effectively.) +1 recombobulater (works well with list). +loatheb/ysera
Slyvanas/holy nova should add some consistency while shadow word madness and recombulater generate the value that you need to beat aggro and midrange decks. Loatheb should be put in when the meta calls for you needing to tempo out your opponent. (I.E. lots of druids/mages/rogues etc) Ysera should be put in when there is a heavy control meta and you need that extra card to really fuel your late game. Now we have one card that I'm going to leave up to you because it is meta dependent. I will give you some options however: This deck lacks a silence so an owl (maybe even a spell breaker since the deck lacks significant 4 drops) would be a good option. A power world glory is another option if the aggro is super aggro and it also synergies with eydis. An ooze/harrison could be a good add depending on how fast the meta is and how many weapon classes there are. Or a second pyro. But personally, I would put in a silence or a weapon removal card, try out both and see which one is working better in your deck.
Another option to consider is simply in a piloted shredder for consistency.
Midrange priest is hard to mid on the head because it lacks two drops and four drop class cards (that are played on two and four) which are filled in by dragon priest, which makes it the current superior archetype. However I encourage you to try some of the changes I recommended and test our your deck. The more you experiment and play it the more you will know whats good and bad in it and what you need and don't need.
Thanks for posting and If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
Thank you for the response!
I might have actually mislabeled it and it could be more tempoish I tend to get tempo and midrange mixed up.
I will definitely look into some of the changes. I'm not necessarily sold on the frost giants, because they have won some games for me and I was grabbing them and playing for around 3-5 mana in general. Again I haven't played since the first couple days when it was a few more midrange decks and not the super aggro secret paladins so I they could be much worse now vs the heavier aggro meta, also was at lowish ranks (14-10). Same thing with holy champion as well, as when I have played I found it was actually fine to play on 4 as long as you werent really behind on board, since it has a very high soft taunt so almost acts like a sen'jin that can grow, though only if you are somewhat even on board. I do agree it is harder to play midrange style priest due to lack of solid 4's and 2's. 2's I was considering actually lance bearer to buff your one drops to be able to trade up, which can be use for the same later. That is kind of how the deck has to play is trade up without dying and then heal up to build up board presence that way, which is why the giants were working as it was used a little more than in traditional priests.
I will definitely try the -1 senjin -1 juggler for the shadow madness and recombobulator and -1 cabal for holy nova or sylvanas (will test to see which one performs better), and keep an eye on the giants as well as I play this more in the aggro meta.
Eydis is on the list as well, I included it as it can challenge the most common 4 drop, shredder, on turn 4 as long as you have a PW: Shield for it and especially if you hit the random damage but I think it's a little too inconsistent and you need both of those, and might be a reason to add PW:Glory for another activator for that as well if I do end up removing the giants.
Or possibly shadowboxer as a 2 drop instead of the recombobulator and a shrinkmeister, as this deck tends to be better with minions having higher attack than health, plus a turn 2 shadowboxer into turn 3 cleric heal can be a decent play vs the aggro meta. What would your thoughts be on that, or is it just too slow?
Also, I have been thinking of testing lightwell... yes it can't attack but it can delay the damage until you get your powerful 3,4,5 drops out and help keep them out, but again, might be too slow.
For 4 drops, spawn of shadows might actually be decent as well if the meta goes back to slower, against aggro obviously probably not. Dark Iron Dwarf might be ok as it allows you to trade up while putting a decent body on the board as well.
Anyway you have definitely given me some ideas and I will be trying them out so thank you!
I would not recommend lance carriers first of all haha.
I think its actually a viable card but definitely not in this deck. If this deck is more tempo oriented i would highy recommend loatheb (unless your 5 drop slot is too cluttered). Lightwell is not a viable card in my opinion. It is good in otk decks but not in tempo/midrange. I would not recommend dark iron dwarf because you lack consistent early game, and spawn of shadows doesn't fit into the deck but it is likely you will be facing aggressive opponents and when you are facing lets say warrior control he will just be able to out armor the effect. In addition priest hero power is the weakest in the game and if you are playing a tempo deck you can only use it in key situations.
I think that shadowboxer is a meh card however I do recognize your lack of two drops. Northshire is a fine card, but shadowboxer is too slow to generate value. I would recommend keeping the shrinkmeisters/recombobulator. But play around with cutting the recombobulator or 1 shrinkmeister as well as running them each for 4-5 matches to see how they perform. 1 shrinkmeister is necessary but not necessary two. I have seen holy champion be a decent card however I HIGHLY recommend trying out double shredder in its place, or simply adding them along with the holy champions altogether as they are a premium 4 drop that work excellent in midrange/tempo decks.
The meta seems to be much to fast for frost giant, and if you are healing every turn you have already won the game. You don't need win more cards you need to stabilize against aggression which is roughly 60-70% of the meta currently. It has definitely sped up since TGT launch and I doubt you will have much success but you are welcome to give it a try.
Power word glory is a card I would recommend taking a good look at. Not only does it act as a pacify effect when you put it on enemy minions (stops them from attacking) but also synergies with your eydis. If you are going to add a card to hard counter aggression power world glory is the card because of the other synergies in your deck.
I hope that helped. You have some good ideas with card choices but you look at card in ideas situations. You need to look at cards in more realistic situations. For example with the lance carrier and dark iron dwarf there is below a 50% chance you will have a minion on board that will survive on the turn you are playing it and therefore makes their effects and the card below average. Lance carrier is too cute of a card and shredder is superior on a consistent basis to dark iron.
Take these things into consideration, try out the deck, and message me with some results I would love to hear how it does!
Thanks, I will do so. I do tend to look at cards in ideal situations. As far as holy champion, I know it has won me both games against the midrange hunters I played vs, as I was able just not attack with it and put taunts out (sen'jin into double sludge) until I had something else out to pop the freezing trap, while keeping it out of range of them killing it until it just got too big and I eventually was able to pop the trap and win. Again that was only 2 games so it definitely needs more testing on how consistent that is.
While it does not seem like it either, it did do fairly well when I faced minion focused aggro decks. I could have just been lucky as well when I did play aggro, but I know when I was playing it it destroyed both a demon zoo and normal zoo, a token paladin (non-secret), and an aggressive pirate rogue (last one was most likely just an inconsistent deck).
I might just need to go back to and update the original version of this deck, which was a midrange mech-priest I ran the for a couple seasons into the single digit ranks (6 and 8 a few seasons ago), but again, the meta was slightly slower and even after BRM I never saw a lot of patrons though which it was somewhat weak towards without any taunts. This was wanting to make a non-mech version. Basic idea was play threatening minions with high health and then buff their health to make them hard to remove with so many different buffs they could not effectively silence all of them and almost never stack all on one, and just build your board that way until they could almost never contest it and you could keep enough in your hand to recover after something like brawl or equality consecrate. It actually performed very well. This non-mech version of that (the original list at least as this one is heavily modified) was sisters over spider tanks, holy champion in place of mechanical yeti, enforcers instead of upgraded repair bot, flame juggler over shadowboxer, and confesser over sneeds, and didn't have cabal or shrinkmeister. The more I think about it though the more I think if I want to do that style without mechs a modified slightly lower curved dragon deck might be what I want to look at.
Anyway, I am at work now, but once I get home in around 2 hours I will be testing the changes and definitely let you know how it goes and I really appreciate the discussion.
Thank you for your quick answer, unfortunately i dont own Ysera, Varian Wrynn or Justicar Trueheart but i have the dust to craft them, should i craft them all?
That entirely depends on how much dust you have. I think that a an absolute Must Have is Ysera in your collection because she is so strong and can go into multiple different decks. In addition, I would craft Ysera over the other two as some professionals and streams and players alike debate whether justicar and varien are good in control warrior. Some say yes others say no. They are definitely not core cards by any means. However Ysera is (imo.
I would craft justicar if you like to play paladin or have a midrange paladin deck. Justicar currently shines in paladin for sure and warrior (debatably, however i think it makes some matchups a lot better). So if you play those two decks I would say its definitely worth it.
Other cards to consider for late game powerhouse value cards:
Sneeds: Quite excellent in certain match ups and even though it is RNG it statistically should generate enough value to be worth it in many situations.
Gorehowl: One of my personal favorites: if you have ever been at 30 health 30 armor and are sitting there waiting to die because your opponent has out valued you and you have run out of threats, this could be a straight up win condition. Gorehowl is an INSANE card, but the opportunity cost is often too high (the expense of health) however if you are playing control warrior and often find yourself with tons of health consider it. It also acts as a way to deal 7 damage out of nowhere, which makes it more flexible. Gorehowl also synergies well with justicar as it provides a way to essentially negate the damage you take from killing minions with it.
I do have sneeds and gorehowl, im sitting at 4425 dust and kinda like paladín, and i belive if i disenchant millhouse manastorm or mekgineer thermaplugg i can get a little bit more dust, so what do you think?
Both are unplayable cards, and I would disenchant them if I had them haha. Justicar is a good investment. Try running Ysera and Sneeds first then run justicar and gore howl, see how the play out. For me they worked well but I have a very different control warrior deck from most people that is played a very specific way so it is up to how you play the deck really.
As for my opinions on disenchanting those legendaries I would say, in the short term it will be beneficial for rank and such but in the long term might such when a mil house manastorm thermaplug deck changes the game :D….
You are playing a deck that is considered tier 2 or 3 however I want to make it work and see you have success with it. I think tempo priest is a legitimate tier 1 deck and this is simply an interesting varrient/take on it. I would not recommend mech priest as I don't think it is very viable in the current meta but I could be wrong! I don't have much experience with it to be perfectly honest.
If you want to run a midrange deck with high health minions, dragon priest is the way to go. It has really good match ups right now and could carry you to 3-1 rank. It is the most consistent and powerful priest deck. I highly recommend it over any other priest list currently, but if you do not have the dragons, we can make this list work. Just give it some testing!
Thank you again for your help :) just one more question should i also go for varian Wrynn?
Its a good card. After playing with it a lot I would not say its fantastic, but definitely a strong option for a slower control warrior. If you have a lot of dust lying around and you really wanna optimize specifically your control warrior than i say go for it but if there are still other legionaries that are essentially that you still need I would probably prioritize them over varian in terms of overall usefulness for all your decks.
You are playing a deck that is considered tier 2 or 3 however I want to make it work and see you have success with it. I think tempo priest is a legitimate tier 1 deck and this is simply an interesting varrient/take on it. I would not recommend mech priest as I don't think it is very viable in the current meta but I could be wrong! I don't have much experience with it to be perfectly honest.
If you want to run a midrange deck with high health minions, dragon priest is the way to go. It has really good match ups right now and could carry you to 3-1 rank. It is the most consistent and powerful priest deck. I highly recommend it over any other priest list currently, but if you do not have the dragons, we can make this list work. Just give it some testing!
After having tested some tonight, here is the version I am running now:
-2 Shrink +2 Annoy-O-Tron (to help deal with the early aggro from many decks now and protect your more powerful drops) -1 Cabal + 1 Deathlord (another anti-aggro card that works well with velen's only one of as it is an anti-aggro tech and bad vs control) -1 Cabal +1 Holy Nova (cabal has been ok, but a little too slow vs aggro, with the 2 annoy + deathlord don't need this as much) -1 Sen'Jin -1 Frost Giant +2 Piloted Shredder (solid 4 drop that almost guarantees a body for your buffs if needed) -1 Frost Giant + 1 Sylvanas (as i paid attention found that average cost for giant was 5 but any other threat would have worked as well so syl) -1 Zombie Chow -1 Flame Juggler +2 Injured Kvaldir (this is just for testing purposes, might go back to zombies, or shadow madness or recom) -1 Edyis +1 Owl (eydis was just a spider tank most of the time and a silence was needed, might go back, depends on matchups)
I did test the recombobulator and shadow madness, they were ok, but recombob did nothing to stop aggro on turn 2 when you needed it, and shadow madness felt somewhat slow at times as well. The list I am currently running has been much more consistent vs aggro and still fairly decent vs control, probably around 50%. Also, both times I've faces patron, it's crushed them, lost once to facehunter due to a slow draw, however it did beat both secret paladins I came across as well as zoo.
You are playing a deck that is considered tier 2 or 3 however I want to make it work and see you have success with it. I think tempo priest is a legitimate tier 1 deck and this is simply an interesting varrient/take on it. I would not recommend mech priest as I don't think it is very viable in the current meta but I could be wrong! I don't have much experience with it to be perfectly honest.
If you want to run a midrange deck with high health minions, dragon priest is the way to go. It has really good match ups right now and could carry you to 3-1 rank. It is the most consistent and powerful priest deck. I highly recommend it over any other priest list currently, but if you do not have the dragons, we can make this list work. Just give it some testing!
After having tested some tonight, here is the version I am running now:
-2 Shrink +2 Annoy-O-Tron (to help deal with the early aggro from many decks now and protect your more powerful drops) -1 Cabal + 1 Deathlord (another anti-aggro card that works well with velen's only one of as it is an anti-aggro tech and bad vs control) -1 Cabal +1 Holy Nova (cabal has been ok, but a little too slow vs aggro, with the 2 annoy + deathlord don't need this as much) -1 Sen'Jin -1 Frost Giant +2 Piloted Shredder (solid 4 drop that almost guarantees a body for your buffs if needed) -1 Frost Giant + 1 Sylvanas (as i paid attention found that average cost for giant was 5 but any other threat would have worked as well so syl) -1 Zombie Chow -1 Flame Juggler +2 Injured Kvaldir (this is just for testing purposes, might go back to zombies, or shadow madness or recom) -1 Edyis +1 Owl (eydis was just a spider tank most of the time and a silence was needed, might go back, depends on matchups)
I did test the recombobulator and shadow madness, they were ok, but recombob did nothing to stop aggro on turn 2 when you needed it, and shadow madness felt somewhat slow at times as well. The list I am currently running has been much more consistent vs aggro and still fairly decent vs control, probably around 50%. Also, both times I've faces patron, it's crushed them, lost once to facehunter due to a slow draw, however it did beat both secret paladins I came across as well as zoo.
IMO Injured Kvaldir is not a good card and is not worth a spot in the deck. Annoytron also doesnt fit because it doesnt actually stop aggro it simply stalls, and without mech synergy I would say it is definitally a below average card.
You need to be cautious when adding a lot of One-Offs. One offs are inconsistent and make your deck weaker. Try cutting the annoy-o-trons and Injured Kvaldir, and making your deck more consistent by running two deathlords, for example.
I actually REALLY like this list and if this is your creation, even if it is a variation, it displays your skills as a deck builder. In reply to some of your comments:
-Voljin is an amazing card in my opinon, I reccomend running this card in almost any priest list for its flexibility as both a minion and removal spell.
-Dark cultist is more consistent and therefore I agree with you, I like the choice as well.
-As for Alextraza im really not sold, it doesnt further your game plan in any way, and it is likely you wont need to use it on your opponent or your face for much effect. I recommend running something very value oriented, such as Sneeds possibly? I understand you lose the dragon synergy. but you already have two big late game dragons that will likely stay in your hand. In addition, you dont run corrupter or blackwing, so you need less dragons in general. Try out something like sneeds, as it is another big value oriented creature, that fits in with the grindy value style or priest.
-You have a lot of tech cards, its true, and therefore you are going to need to make some decision: If you run bgh I recommend cutting one shadow word death: you need room for some blackwing corrupter as your 5 drop slot is really lacking. As for the other tech cards, rotate them out and in based on the meta: MC is theres a lot of flood, bgh if theres big guys and control, mystic if there are secrets and harrison/acidic if there are weapons. I recommend running 2 tech cards in your deck as you dont want to take away from your overall gameplan. I think you should run bgh for sure as well as the mystic or the weapon removal currently.
My recommended changes:
-1 Alex, +1 Sneeds (other other late game value card), (or alternativly, you can cut a big late game minion, and run another mid/early game minion, this cut/addition is one that requires testing)
-1 Death (you have bgh so 2 death can become redundant easily) +1corrupter (helps fill out your 5 slot and corrupter is a great card
Now for the final tech card, I either recommend running mystic or harrison/slime. Mystic is good because it smooths out your 4 slot, and will hit more than 50% of the time in most situations. If the aggro is to fast with weapons add slime. It ifs flood add mc, if its slower with weapons add harrison.
Finally: Experiment! this is just my opinion, and I believe your deck will be more consistent with a better curve with these changes, but continue to play around and experiment, thats how great decks/variations are created!
Definitely come back and tell me how these changes are, I would like to know how this list does because when I looked at it looked extremely solid, and may even run a variation of it myself.
Thanks for posting! If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
Hey! I'd love if you could take a quick look at this priest deck I've been trying out. Playing around rank 10-8 I've been having a good amount of success. Generally I try for board control in the early game with Soulpriest combo and deathlords then the Holy Champions for some mid game pressure into Confessor and KT to help finish out the game. Havent been seeing a ton of weapons lately so I might cut Harrison for a lightbomb or another lategame threat possibly. 1 fencing coach for sometimes comboing with saraad or confessor and justicar is because 4health is awesome and also works really well with soulpriest.
Hey! I'd love if you could take a quick look at this priest deck I've been trying out. Playing around rank 10-8 I've been having a good amount of success. Generally I try for board control in the early game with Soulpriest combo and deathlords then the Holy Champions for some mid game pressure into Confessor and KT to help finish out the game. Havent been seeing a ton of weapons lately so I might cut Harrison for a lightbomb or another lategame threat possibly. 1 fencing coach for sometimes comboing with saraad or confessor and justicar is because 4health is awesome and also works really well with soulpriest.
This is a deck that generates enormous amounts of value which sets it aside from some of the other priest lists, which makes it iconic and therefore is an interesting deck to me, however I think we can swap some cards to make your game plan for consistent.
The first thing that stood out to me right away is no lightbomb or holy novas. Priest's greatest strength is its ability to have 6 powerful board clears, however since you only run 2 I think we should beef that up a bit. You definitely need at least 1 lightbomb, and I would even consider running 1 holy nova instead. 4 board clears is a solid number, and counters many decks in the meta in different ways with each board clear.
Wild pyromancer is a redundant card in my opinion and priest has better aoe options
I dont believe that running dark cultist and deathlords together are correct. I would recommend cutting the dark cultist. Priest plays dont run it unless they have very consistent late game, and your deck seems to win by grinding about its opponents will big value cards like saraad and paletress. It lakes early game consistent minions and therefore can be cut to increase your control elements, as well as beef up your late game.
You should run at least 1 shadow word pain, especially if you are running shrinkmeister
light of the narru might be good considering you run double soulpriest. Consider/Experiment with it.
I think that piloted shredders are both more consistent and better cards overall in the four slot opposed to holy champion.
Im not convince by Kel Thuzad, your deck is not very minion heavy. Even though your deck has the illusion of having a lot of minions many will be traded of and killed in order to push the game until the later turns and by the time you drop Thusad. you will on average only have 1 minion or less. Kul Thuzad is a "win more" card, and win more cards dont actually futher your game plan. I would recommend other very solid late game legendaries like Ysera or Sneeds which are standalone great cards with lots of inherit value.
I think that Justicar Trueheart is worse is priest as priest has the least impactful hero power. If you are going for the justicar+auchenai combo, I think its a little too cute, and can be easily replaced by slyvanis as a more consistent threat and board control card.
Dr. Boom is a must have.
In Conclusion!:
-2 Holy Champions,, -1 Dark Cultists, -1 Justicar, -1Kel Thuzad, -1 Wild pyromancer, (Consider cutting deathlord if they arent doing their job and killing at least 2-3 early game minions)
+1 Ysera or Slyvanas. <-This depends on how you want to play the deck. Since your 6 slot already has 2 shadow priests I recommend Ysera as a consistent late game threat, however experiment with it and try out new things
These changes are just my opinion and they are not absoltuly best! However I think it will make your list must more consistet, and keep you alive long enough to set up your combos and powerful value cards.
Experiment with this deck more, switch some cards around and maybe swap harrison for kezan or mc tech or keep it in if you think there are a lot of weapons. Its up to you! but play around with it. This is a cool list and I want to see it succeed. So go test it out and come back and tell me how it does!
Thanks for posting, and If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
1) I don´t want to loose dragon synergy. If you don t have it from the start you are pretty much fucked
2) i switch swd for corruptor so another reason for dragon synergy
3) better draw in late game, opponen has to get rid of it in his turn, decent body, immune to BGH.
Thats very true. For me Chromaggus has been ok at times but never amazing, however I have yet to run it in priest which has cards power word shield, which allow you to draw on the turn you play him, so it is most likely worth it.
Be warned, this deck may have some trouble in the mid game, so be prepared to maybe shift around a card or two to accommodate. But if you are able to metagate early game aggression it seems very likely that you will grind out your opponent and win eventually. Tell me how those changes work and how the deck does overall!
Hi! I'd be very grateful for your help - right now I have the most fun with Wing's Zoolock, although I often mind myself stalling and can't beat it past rank 20, although I'nm two weeks into Hearthstone. I plan on improving the zoo deck and two come up with a dragon priest and\or a dragon mage. I have a golden Chillmaw, all the non-legendary drakes, twilight guardian included and BRM cards, also have Confessor for Warlock and 1600 dust. Now I'm struggling between those three options - craft a Mal'ganis and go for midrange, craft Vol'jin and put him in a dragon deck with Chillmaw, or to craft Sylvanas, or to craft Rhonin and do something with the mage. Any advice appreciated!
Really cool thread you started here. This is a deck I had been really trying to get to work just pre-TGT. I got Foe Reaper in 2 packs back to back from Arena so I figured I would try to make it work. I started off with MarineKingHS's Foe Reaper based deck and went from there. I tried to tech in Gazlowe and Toshley but the pair of them were far too slow to amount to anything and I ended up replacing them with Sylvanas and Boom IIRC.
Its really a tempo mech-priest deck but it seems to lack finishing power. It has gone to fatigue a bunch vs control decks but it just doesn't seem to get to the finish line fast enough. I am unsure if I am trying to do too much or not enough haha. I have tried Mechwarper in place of the Annoy's and that was right before TGT, so I have yet to really revisit the deck.
Im currently almost strictly a Handlock player and it gets boring dropping huge giants and taunting up all day. This was a nice change of pace for me, even though I dropped 5+ ranks in testing and tinkering.
While ragnaros synergies well with grommash/alex, I personally don't like the card, its inconstant, bgh-able, and rarely does what I need an 8 drop to do. Slam should be replaced with bash. Bash is an incredible card that allows warriors to kill cheap creatures behind taunts cheaply, without using premium removal. The cycle is not really needed. Harrison jones is an interchangeable card, however I do think it is good in this meta. If the meta changes, it should be the first or one of the first cards you take out. You also do not need 2 shield blocks.
So lets go over what I think could be taken out:
-1Shield Block,-1Slam,-1Rag,-1harrison(if the meta changes)
My suggestions for cards that could be added:
-+1Bash (Highly Highly recommend), +1 Ysera (replaces rag, I almost never use the word always but will it will close to always get more value/do more for you)
-+1 shredders or +1Varient or +Justicar. I would say that shredder is a great card in control warrior as a one off and maybe even a two off but justicar and variant are both cards to consider. If things slow down a lot, varien is the best card, if mage/hunter dominate the meta, justicar can save your butt in many games, and if the meta continues to be paladin/warrior/shaman then shredder is a great card to smooth out your curvee and contest the board pre turn 5/6.
Look at the reply that I made to Vid_X as well, it offers some deck building control warrior choices as well.
I hope this helped! Thanks for posting and If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Thank you for the response!
I might have actually mislabeled it and it could be more tempoish I tend to get tempo and midrange mixed up.
I will definitely look into some of the changes. I'm not necessarily sold on the frost giants, because they have won some games for me and I was grabbing them and playing for around 3-5 mana in general. Again I haven't played since the first couple days when it was a few more midrange decks and not the super aggro secret paladins so I they could be much worse now vs the heavier aggro meta, also was at lowish ranks (14-10). Same thing with holy champion as well, as when I have played I found it was actually fine to play on 4 as long as you werent really behind on board, since it has a very high soft taunt so almost acts like a sen'jin that can grow, though only if you are somewhat even on board. I do agree it is harder to play midrange style priest due to lack of solid 4's and 2's. 2's I was considering actually lance bearer to buff your one drops to be able to trade up, which can be use for the same later. That is kind of how the deck has to play is trade up without dying and then heal up to build up board presence that way, which is why the giants were working as it was used a little more than in traditional priests.
I will definitely try the -1 senjin -1 juggler for the shadow madness and recombobulator and -1 cabal for holy nova or sylvanas (will test to see which one performs better), and keep an eye on the giants as well as I play this more in the aggro meta.
Eydis is on the list as well, I included it as it can challenge the most common 4 drop, shredder, on turn 4 as long as you have a PW: Shield for it and especially if you hit the random damage but I think it's a little too inconsistent and you need both of those, and might be a reason to add PW:Glory for another activator for that as well if I do end up removing the giants.
Or possibly shadowboxer as a 2 drop instead of the recombobulator and a shrinkmeister, as this deck tends to be better with minions having higher attack than health, plus a turn 2 shadowboxer into turn 3 cleric heal can be a decent play vs the aggro meta. What would your thoughts be on that, or is it just too slow?
Also, I have been thinking of testing lightwell... yes it can't attack but it can delay the damage until you get your powerful 3,4,5 drops out and help keep them out, but again, might be too slow.
For 4 drops, spawn of shadows might actually be decent as well if the meta goes back to slower, against aggro obviously probably not. Dark Iron Dwarf might be ok as it allows you to trade up while putting a decent body on the board as well.
Anyway you have definitely given me some ideas and I will be trying them out so thank you!
Thank you for your quick answer, unfortunately i dont own Ysera, Varian Wrynn or Justicar Trueheart but i have the dust to craft them, should i craft them all?
I would not recommend lance carriers first of all haha.
I think its actually a viable card but definitely not in this deck. If this deck is more tempo oriented i would highy recommend loatheb (unless your 5 drop slot is too cluttered). Lightwell is not a viable card in my opinion. It is good in otk decks but not in tempo/midrange. I would not recommend dark iron dwarf because you lack consistent early game, and spawn of shadows doesn't fit into the deck but it is likely you will be facing aggressive opponents and when you are facing lets say warrior control he will just be able to out armor the effect. In addition priest hero power is the weakest in the game and if you are playing a tempo deck you can only use it in key situations.
I think that shadowboxer is a meh card however I do recognize your lack of two drops. Northshire is a fine card, but shadowboxer is too slow to generate value. I would recommend keeping the shrinkmeisters/recombobulator. But play around with cutting the recombobulator or 1 shrinkmeister as well as running them each for 4-5 matches to see how they perform. 1 shrinkmeister is necessary but not necessary two. I have seen holy champion be a decent card however I HIGHLY recommend trying out double shredder in its place, or simply adding them along with the holy champions altogether as they are a premium 4 drop that work excellent in midrange/tempo decks.
The meta seems to be much to fast for frost giant, and if you are healing every turn you have already won the game. You don't need win more cards you need to stabilize against aggression which is roughly 60-70% of the meta currently. It has definitely sped up since TGT launch and I doubt you will have much success but you are welcome to give it a try.
Power word glory is a card I would recommend taking a good look at. Not only does it act as a pacify effect when you put it on enemy minions (stops them from attacking) but also synergies with your eydis. If you are going to add a card to hard counter aggression power world glory is the card because of the other synergies in your deck.
I hope that helped. You have some good ideas with card choices but you look at card in ideas situations. You need to look at cards in more realistic situations. For example with the lance carrier and dark iron dwarf there is below a 50% chance you will have a minion on board that will survive on the turn you are playing it and therefore makes their effects and the card below average. Lance carrier is too cute of a card and shredder is superior on a consistent basis to dark iron.
Take these things into consideration, try out the deck, and message me with some results I would love to hear how it does!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
That entirely depends on how much dust you have. I think that a an absolute Must Have is Ysera in your collection because she is so strong and can go into multiple different decks. In addition, I would craft Ysera over the other two as some professionals and streams and players alike debate whether justicar and varien are good in control warrior. Some say yes others say no. They are definitely not core cards by any means. However Ysera is (imo.
I would craft justicar if you like to play paladin or have a midrange paladin deck. Justicar currently shines in paladin for sure and warrior (debatably, however i think it makes some matchups a lot better). So if you play those two decks I would say its definitely worth it.
Other cards to consider for late game powerhouse value cards:
Sneeds: Quite excellent in certain match ups and even though it is RNG it statistically should generate enough value to be worth it in many situations.
Gorehowl: One of my personal favorites: if you have ever been at 30 health 30 armor and are sitting there waiting to die because your opponent has out valued you and you have run out of threats, this could be a straight up win condition. Gorehowl is an INSANE card, but the opportunity cost is often too high (the expense of health) however if you are playing control warrior and often find yourself with tons of health consider it. It also acts as a way to deal 7 damage out of nowhere, which makes it more flexible. Gorehowl also synergies well with justicar as it provides a way to essentially negate the damage you take from killing minions with it.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Thanks, I will do so. I do tend to look at cards in ideal situations. As far as holy champion, I know it has won me both games against the midrange hunters I played vs, as I was able just not attack with it and put taunts out (sen'jin into double sludge) until I had something else out to pop the freezing trap, while keeping it out of range of them killing it until it just got too big and I eventually was able to pop the trap and win. Again that was only 2 games so it definitely needs more testing on how consistent that is.
While it does not seem like it either, it did do fairly well when I faced minion focused aggro decks. I could have just been lucky as well when I did play aggro, but I know when I was playing it it destroyed both a demon zoo and normal zoo, a token paladin (non-secret), and an aggressive pirate rogue (last one was most likely just an inconsistent deck).
I might just need to go back to and update the original version of this deck, which was a midrange mech-priest I ran the for a couple seasons into the single digit ranks (6 and 8 a few seasons ago), but again, the meta was slightly slower and even after BRM I never saw a lot of patrons though which it was somewhat weak towards without any taunts. This was wanting to make a non-mech version. Basic idea was play threatening minions with high health and then buff their health to make them hard to remove with so many different buffs they could not effectively silence all of them and almost never stack all on one, and just build your board that way until they could almost never contest it and you could keep enough in your hand to recover after something like brawl or equality consecrate. It actually performed very well. This non-mech version of that (the original list at least as this one is heavily modified) was sisters over spider tanks, holy champion in place of mechanical yeti, enforcers instead of upgraded repair bot, flame juggler over shadowboxer, and confesser over sneeds, and didn't have cabal or shrinkmeister. The more I think about it though the more I think if I want to do that style without mechs a modified slightly lower curved dragon deck might be what I want to look at.
Anyway, I am at work now, but once I get home in around 2 hours I will be testing the changes and definitely let you know how it goes and I really appreciate the discussion.
I do have sneeds and gorehowl, im sitting at 4425 dust and kinda like paladín, and i belive if i disenchant millhouse manastorm or mekgineer thermaplugg i can get a little bit more dust, so what do you think?
Both are unplayable cards, and I would disenchant them if I had them haha. Justicar is a good investment. Try running Ysera and Sneeds first then run justicar and gore howl, see how the play out. For me they worked well but I have a very different control warrior deck from most people that is played a very specific way so it is up to how you play the deck really.
As for my opinions on disenchanting those legendaries I would say, in the short term it will be beneficial for rank and such but in the long term might such when a mil house manastorm thermaplug deck changes the game :D….
Kappa, disenchant them, haha.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
You are playing a deck that is considered tier 2 or 3 however I want to make it work and see you have success with it. I think tempo priest is a legitimate tier 1 deck and this is simply an interesting varrient/take on it. I would not recommend mech priest as I don't think it is very viable in the current meta but I could be wrong! I don't have much experience with it to be perfectly honest.
If you want to run a midrange deck with high health minions, dragon priest is the way to go. It has really good match ups right now and could carry you to 3-1 rank. It is the most consistent and powerful priest deck. I highly recommend it over any other priest list currently, but if you do not have the dragons, we can make this list work. Just give it some testing!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Thank you again for your help :) just one more question should i also go for varian Wrynn?
Its a good card. After playing with it a lot I would not say its fantastic, but definitely a strong option for a slower control warrior. If you have a lot of dust lying around and you really wanna optimize specifically your control warrior than i say go for it but if there are still other legionaries that are essentially that you still need I would probably prioritize them over varian in terms of overall usefulness for all your decks.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
After having tested some tonight, here is the version I am running now:
Changes:
-2 Shrink +2 Annoy-O-Tron (to help deal with the early aggro from many decks now and protect your more powerful drops)
-1 Cabal + 1 Deathlord (another anti-aggro card that works well with velen's only one of as it is an anti-aggro tech and bad vs control)
-1 Cabal +1 Holy Nova (cabal has been ok, but a little too slow vs aggro, with the 2 annoy + deathlord don't need this as much)
-1 Sen'Jin -1 Frost Giant +2 Piloted Shredder (solid 4 drop that almost guarantees a body for your buffs if needed)
-1 Frost Giant + 1 Sylvanas (as i paid attention found that average cost for giant was 5 but any other threat would have worked as well so syl)
-1 Zombie Chow -1 Flame Juggler +2 Injured Kvaldir (this is just for testing purposes, might go back to zombies, or shadow madness or recom)
-1 Edyis +1 Owl (eydis was just a spider tank most of the time and a silence was needed, might go back, depends on matchups)
I did test the recombobulator and shadow madness, they were ok, but recombob did nothing to stop aggro on turn 2 when you needed it, and shadow madness felt somewhat slow at times as well. The list I am currently running has been much more consistent vs aggro and still fairly decent vs control, probably around 50%. Also, both times I've faces patron, it's crushed them, lost once to facehunter due to a slow draw, however it did beat both secret paladins I came across as well as zoo.
IMO Injured Kvaldir is not a good card and is not worth a spot in the deck. Annoytron also doesnt fit because it doesnt actually stop aggro it simply stalls, and without mech synergy I would say it is definitally a below average card.
You need to be cautious when adding a lot of One-Offs. One offs are inconsistent and make your deck weaker. Try cutting the annoy-o-trons and Injured Kvaldir, and making your deck more consistent by running two deathlords, for example.
Keep experimenting!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
I actually REALLY like this list and if this is your creation, even if it is a variation, it displays your skills as a deck builder. In reply to some of your comments:
-Voljin is an amazing card in my opinon, I reccomend running this card in almost any priest list for its flexibility as both a minion and removal spell.
-Dark cultist is more consistent and therefore I agree with you, I like the choice as well.
-As for Alextraza im really not sold, it doesnt further your game plan in any way, and it is likely you wont need to use it on your opponent or your face for much effect. I recommend running something very value oriented, such as Sneeds possibly? I understand you lose the dragon synergy. but you already have two big late game dragons that will likely stay in your hand. In addition, you dont run corrupter or blackwing, so you need less dragons in general. Try out something like sneeds, as it is another big value oriented creature, that fits in with the grindy value style or priest.
-You have a lot of tech cards, its true, and therefore you are going to need to make some decision: If you run bgh I recommend cutting one shadow word death: you need room for some blackwing corrupter as your 5 drop slot is really lacking. As for the other tech cards, rotate them out and in based on the meta: MC is theres a lot of flood, bgh if theres big guys and control, mystic if there are secrets and harrison/acidic if there are weapons. I recommend running 2 tech cards in your deck as you dont want to take away from your overall gameplan. I think you should run bgh for sure as well as the mystic or the weapon removal currently.
My recommended changes:
-1 Alex, +1 Sneeds (other other late game value card), (or alternativly, you can cut a big late game minion, and run another mid/early game minion, this cut/addition is one that requires testing)
-1 Death (you have bgh so 2 death can become redundant easily) +1corrupter (helps fill out your 5 slot and corrupter is a great card
Now for the final tech card, I either recommend running mystic or harrison/slime. Mystic is good because it smooths out your 4 slot, and will hit more than 50% of the time in most situations. If the aggro is to fast with weapons add slime. It ifs flood add mc, if its slower with weapons add harrison.
Finally: Experiment! this is just my opinion, and I believe your deck will be more consistent with a better curve with these changes, but continue to play around and experiment, thats how great decks/variations are created!
Definitely come back and tell me how these changes are, I would like to know how this list does because when I looked at it looked extremely solid, and may even run a variation of it myself.
Thanks for posting! If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Hey! I'd love if you could take a quick look at this priest deck I've been trying out. Playing around rank 10-8 I've been having a good amount of success. Generally I try for board control in the early game with Soulpriest combo and deathlords then the Holy Champions for some mid game pressure into Confessor and KT to help finish out the game. Havent been seeing a ton of weapons lately so I might cut Harrison for a lightbomb or another lategame threat possibly. 1 fencing coach for sometimes comboing with saraad or confessor and justicar is because 4health is awesome and also works really well with soulpriest.
This is a deck that generates enormous amounts of value which sets it aside from some of the other priest lists, which makes it iconic and therefore is an interesting deck to me, however I think we can swap some cards to make your game plan for consistent.
The first thing that stood out to me right away is no lightbomb or holy novas. Priest's greatest strength is its ability to have 6 powerful board clears, however since you only run 2 I think we should beef that up a bit. You definitely need at least 1 lightbomb, and I would even consider running 1 holy nova instead. 4 board clears is a solid number, and counters many decks in the meta in different ways with each board clear.
Wild pyromancer is a redundant card in my opinion and priest has better aoe options
I dont believe that running dark cultist and deathlords together are correct. I would recommend cutting the dark cultist. Priest plays dont run it unless they have very consistent late game, and your deck seems to win by grinding about its opponents will big value cards like saraad and paletress. It lakes early game consistent minions and therefore can be cut to increase your control elements, as well as beef up your late game.
You should run at least 1 shadow word pain, especially if you are running shrinkmeister
light of the narru might be good considering you run double soulpriest. Consider/Experiment with it.
I think that piloted shredders are both more consistent and better cards overall in the four slot opposed to holy champion.
Im not convince by Kel Thuzad, your deck is not very minion heavy. Even though your deck has the illusion of having a lot of minions many will be traded of and killed in order to push the game until the later turns and by the time you drop Thusad. you will on average only have 1 minion or less. Kul Thuzad is a "win more" card, and win more cards dont actually futher your game plan. I would recommend other very solid late game legendaries like Ysera or Sneeds which are standalone great cards with lots of inherit value.
I think that Justicar Trueheart is worse is priest as priest has the least impactful hero power. If you are going for the justicar+auchenai combo, I think its a little too cute, and can be easily replaced by slyvanis as a more consistent threat and board control card.
Dr. Boom is a must have.
In Conclusion!:
-2 Holy Champions,, -1 Dark Cultists, -1 Justicar, -1Kel Thuzad, -1 Wild pyromancer, (Consider cutting deathlord if they arent doing their job and killing at least 2-3 early game minions)
+2 Piloted Shredder, +1 Shadow word: Pain, +1 Dr. Boom. +1 Lightbomb, +1 Holy nova,
+1 Ysera or Slyvanas. <-This depends on how you want to play the deck. Since your 6 slot already has 2 shadow priests I recommend Ysera as a consistent late game threat, however experiment with it and try out new things
These changes are just my opinion and they are not absoltuly best! However I think it will make your list must more consistet, and keep you alive long enough to set up your combos and powerful value cards.
Experiment with this deck more, switch some cards around and maybe swap harrison for kezan or mc tech or keep it in if you think there are a lot of weapons. Its up to you! but play around with it. This is a cool list and I want to see it succeed. So go test it out and come back and tell me how it does!
Thanks for posting, and If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Thats very true. For me Chromaggus has been ok at times but never amazing, however I have yet to run it in priest which has cards power word shield, which allow you to draw on the turn you play him, so it is most likely worth it.
Be warned, this deck may have some trouble in the mid game, so be prepared to maybe shift around a card or two to accommodate. But if you are able to metagate early game aggression it seems very likely that you will grind out your opponent and win eventually. Tell me how those changes work and how the deck does overall!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
http://www.hearthpwn.com/decks/321036-wall-priest
Please share with me your thoughts with this dech which i am currently using
Hi! I'd be very grateful for your help - right now I have the most fun with Wing's Zoolock, although I often mind myself stalling and can't beat it past rank 20, although I'nm two weeks into Hearthstone. I plan on improving the zoo deck and two come up with a dragon priest and\or a dragon mage. I have a golden Chillmaw, all the non-legendary drakes, twilight guardian included and BRM cards, also have Confessor for Warlock and 1600 dust. Now I'm struggling between those three options - craft a Mal'ganis and go for midrange, craft Vol'jin and put him in a dragon deck with Chillmaw, or to craft Sylvanas, or to craft Rhonin and do something with the mage. Any advice appreciated!
Really cool thread you started here. This is a deck I had been really trying to get to work just pre-TGT. I got Foe Reaper in 2 packs back to back from Arena so I figured I would try to make it work. I started off with MarineKingHS's Foe Reaper based deck and went from there. I tried to tech in Gazlowe and Toshley but the pair of them were far too slow to amount to anything and I ended up replacing them with Sylvanas and Boom IIRC.
Its really a tempo mech-priest deck but it seems to lack finishing power. It has gone to fatigue a bunch vs control decks but it just doesn't seem to get to the finish line fast enough. I am unsure if I am trying to do too much or not enough haha. I have tried Mechwarper in place of the Annoy's and that was right before TGT, so I have yet to really revisit the deck.
Im currently almost strictly a Handlock player and it gets boring dropping huge giants and taunting up all day. This was a nice change of pace for me, even though I dropped 5+ ranks in testing and tinkering.
I love wizard poker!!