I have now played this deck for 36 games (yes I know not a whole bunch of games). With a 60% winrate at r8. The deck does not beat warrior or hunter (both around 35%) but has a positive winrate vs other classes.
This is what I'm playing right now, let me know if you see any improvements.
I play something very similar with success similar to yours, though honestly I play it more in Casual than on the ladder so take that into account. My differences/reasoning are:
-1 Wyrmguard - a lot of silence/transform out there now so they rarely taunt effectively. 1 is fine
-1 Northshire Cleric - one is fine unless you happen get both fairly early. nobody wants to play a Cleric on turn 9
-1 Divine Hymn - honestly i'd like to have two but wanted a free slot and I can usually grab a second copy off the Witchdoctors
+1 Acidic Swamp Ooze - so many good weapons out now it's almost a must-have.
+1 Shadow Word: Pain - makes the difference against certain key cards (Magic carpet in zoolock , Mosh'Ogg Enforcer in wall/resurrect priest, etc)
+1 Archmage Vargoth - can be very helpful and is a "must kill" for you opponents. Against other Controls I've had good success doing Vargoth plus double Mind Blasts and then he hits #3 for a 15 dmg finisher.
I'll give it a go. I don't get a chance to play much and I'm meme playing at Rank 20 in Standard at the moment. But I'll let you know how it goes.
I'm always looking for Dragon type decks to play and this hits the right notes for me. 👍
Thanks. Good luck and have fun! The deck has a pretty steep learning curve I feel and curious how you will do! If you need any hints, please le me know
I play something very similar with success similar to yours, though honestly I play it more in Casual than on the ladder so take that into account. My differences/reasoning are:
-1 Wyrmguard - a lot of silence/transform out there now so they rarely taunt effectively. 1 is fine
-1 Northshire Cleric - one is fine unless you happen get both fairly early. nobody wants to play a Cleric on turn 9
-1 Divine Hymn - honestly i'd like to have two but wanted a free slot and I can usually grab a second copy off the Witchdoctors
+1 Acidic Swamp Ooze - so many good weapons out now it's almost a must-have.
+1 Shadow Word: Pain - makes the difference against certain key cards (Magic carpet in zoolock , Mosh'Ogg Enforcer in wall/resurrect priest, etc)
+1 Archmage Vargoth - can be very helpful and is a "must kill" for you opponents. Against other Controls I've had good success doing Vargoth plus double Mind Blasts and then he hits #3 for a 15 dmg finisher.
Thanks for the points. I had played Vargoth before but it just too slow. How does the weapon removal improve your winrate vs warriors? Ahainst rogues I'm currently at 80% so for that matchup it doesn't seem necessary.
I understand pain, but I just felt the silence is more important right now the other changes seem to decrease consistency too much. Btw having cleric on 9 doesn't have to be horrible if you can combine it with heal you draw a card and get some more minions on the board.
I play something very similar with success similar to yours, though honestly I play it more in Casual than on the ladder so take that into account. My differences/reasoning are:
-1 Wyrmguard - a lot of silence/transform out there now so they rarely taunt effectively. 1 is fine
-1 Northshire Cleric - one is fine unless you happen get both fairly early. nobody wants to play a Cleric on turn 9
-1 Divine Hymn - honestly i'd like to have two but wanted a free slot and I can usually grab a second copy off the Witchdoctors
+1 Acidic Swamp Ooze - so many good weapons out now it's almost a must-have.
+1 Shadow Word: Pain - makes the difference against certain key cards (Magic carpet in zoolock , Mosh'Ogg Enforcer in wall/resurrect priest, etc)
+1 Archmage Vargoth - can be very helpful and is a "must kill" for you opponents. Against other Controls I've had good success doing Vargoth plus double Mind Blasts and then he hits #3 for a 15 dmg finisher.
Thanks for the points. I had played Vargoth before but it just too slow. How does the weapon removal improve your winrate vs warriors? Ahainst rogues I'm currently at 80% so for that matchup it doesn't seem necessary.
I understand pain, but I just felt the silence is more important right now the other changes seem to decrease consistency too much. Btw having cleric on 9 doesn't have to be horrible if you can combine it with heal you draw a card and get some more minions on the board.
Ooze helps mostly when you're playing Bomb/Blastmaster Boom since it kills Wrenchcalibur. Denying 1-3 bombs can make a big difference given how much of your deck you're going to run through. And while not necessary against tempo/lackey rogue, I've found it invaluable (and earned a few insta-concedes) against the occasional "pure" tesspionage rogue who builds a 8/5 Spectral Cutlass that I remove.
I don't disagree on your points about my cards/why you include yours. I tend to focus on versatility and teching vs a what i'm seeing a lot of in my local meta. If I start seeing less control I'll probably kill Vargoth & same with Pain if less zoolock, but for now i'm running against so many control shamans, big shamans, mech warriors, & carpet zoolocks, that I've gotten good value off both those cards often enough to keep.
I play something very similar with success similar to yours, though honestly I play it more in Casual than on the ladder so take that into account. My differences/reasoning are:
-1 Wyrmguard - a lot of silence/transform out there now so they rarely taunt effectively. 1 is fine
-1 Northshire Cleric - one is fine unless you happen get both fairly early. nobody wants to play a Cleric on turn 9
-1 Divine Hymn - honestly i'd like to have two but wanted a free slot and I can usually grab a second copy off the Witchdoctors
+1 Acidic Swamp Ooze - so many good weapons out now it's almost a must-have.
+1 Shadow Word: Pain - makes the difference against certain key cards (Magic carpet in zoolock , Mosh'Ogg Enforcer in wall/resurrect priest, etc)
+1 Archmage Vargoth - can be very helpful and is a "must kill" for you opponents. Against other Controls I've had good success doing Vargoth plus double Mind Blasts and then he hits #3 for a 15 dmg finisher.
Thanks for the points. I had played Vargoth before but it just too slow. How does the weapon removal improve your winrate vs warriors? Ahainst rogues I'm currently at 80% so for that matchup it doesn't seem necessary.
I understand pain, but I just felt the silence is more important right now the other changes seem to decrease consistency too much. Btw having cleric on 9 doesn't have to be horrible if you can combine it with heal you draw a card and get some more minions on the board.
Ooze helps mostly when you're playing Bomb/Blastmaster Boom since it kills Wrenchcalibur. Denying 1-3 bombs can make a big difference given how much of your deck you're going to run through. And while not necessary against tempo/lackey rogue, I've found it invaluable (and earned a few insta-concedes) against the occasional "pure" tesspionage rogue who builds a 8/5 Spectral Cutlass that I remove.
I don't disagree on your points about my cards/why you include yours. I tend to focus on versatility and teching vs a what i'm seeing a lot of in my local meta. If I start seeing less control I'll probably kill Vargoth & same with Pain if less zoolock, but for now i'm running against so many control shamans, big shamans, mech warriors, & carpet zoolocks, that I've gotten good value off both those cards often enough to keep.
Good luck out there!
Yeah I think ooze is good if you face enough blastmasters, however I face mostly control warriors and vs them I don't think it helps enough. The same for the rest of the tech choices you have done, however too much "tech" will narrow down the rest of the pressure that you can do with your deck and that is what had won me the most games. Still if they work for you keep it going so we can show what priest can still do :-)
What I do wonder that if you want tech vs big boards if mass hysteria wouldn't be better as an include. Most of the big minions in this deck come online after t5 anyway so that might work.
@endlesstides have you enjoyed/had success with the deck? The first is most important, but the second might keep it enjoyable for a longer time.
I'm currently still on 58% winrate but not progressing because I seem to have hit a control warrior bubble where I just can't win vs them (between their armor gain they can also remove all my minions (also the big ones) when they hit r10.
I play something very similar with success similar to yours, though honestly I play it more in Casual than on the ladder so take that into account. My differences/reasoning are:
-1 Northshire Cleric - one is fine unless you happen get both fairly early. nobody wants to play a Cleric on turn 9
+1 Shadow Word: Pain - makes the difference against certain key cards (Magic carpet in zoolock , Mosh'Ogg Enforcer in wall/resurrect priest, etc)
2 clerics also make it much more likely to draw one early when you need it. twice as likely to be precise. also as another commenter has stated, it helps later in the game as well, draw is never bad in a control deck.
shadow word: pain is gold against zoolock, thats a must if you face a lot of them.
i dont know if there's room for ooze in the OP's list, but its nice to have. maybe the second divine hymn for an ooze?
edit: i'm not sure about scorcher since odd paladin is out of standard now, does it work for you? plus 2 wyrmguards sound like overkill? i think there is some room for tech choices in your list now that i took a more closer look.
I play something very similar with success similar to yours, though honestly I play it more in Casual than on the ladder so take that into account. My differences/reasoning are:
-1 Northshire Cleric - one is fine unless you happen get both fairly early. nobody wants to play a Cleric on turn 9
+1 Shadow Word: Pain - makes the difference against certain key cards (Magic carpet in zoolock , Mosh'Ogg Enforcer in wall/resurrect priest, etc)
2 clerics also make it much more likely to draw one early when you need it. twice as likely to be precise. also as another commenter has stated, it helps later in the game as well, draw is never bad in a control deck.
shadow word: pain is gold against zoolock, thats a must if you face a lot of them.
i dont know if there's room for ooze in the OP's list, but its nice to have. maybe the second divine hymn for an ooze?
edit: i'm not sure about scorcher since odd paladin is out of standard now, does it work for you? plus 2 wyrmguards sound like overkill? i think there is some room for tech choices in your list now that i took a more closer look.
Thanks for the feedback! The problem with dragons synergy is that you need enough in your deck to work. 7 I found is the minimum. The problem with dragons in general is their high cost and Scorcher comes into play sort of early. Furthermore the effect can be good vs token druid and sometimes beast hunter decks. If you can think of a good replacement I would gladly hear it.
In general I found I have enough ways to remove or silence zoolock. The wyrmguard is quite nice and again adds to consistency but maybe could be replaced with ysera when I face enough control. One scorcher could than also go and if you can squeeze in archivist + the 2 mana copy to hand spell you have a way to beat control in fatigue. However when I tried it before I never got there ;-)
Anyway I 100% believe the deck could use some refining so when you have ideas on improvements please keep them coming!
well it all depends on what techs you'd like to have in your deck. honestly the cards i would consider removing are 1xwyrmguard, divine hymn and zilliax (i think 2 hymns and zilliax is overkill so remove either zilliax or 2nd hymn). other considerations are 1xcrowd roaster, among crowd roaster, 2x forbbiden words, 1x shadow word death are enough for big threats, you can add more minions to keep a board and manage the board with your minions.
cards you can include are acolyte of pain for more draw. after trying the deck a bit, and seeing the limited dragon pool in standard atm, i think 2x scorchers is ok now, just for board presence alone.
techs to consider are ooze for weapon removal mostly, hysteria, holy nova and mass silence, depending on what your needs and bad matchups are.
i dont have time to extensively test it right now, so if you tell me what matches you want to improve it would be helpful.
Hmmm... Not really sure what the Mind Blasts are for? I imagine that against aggressive decks you mainly just run them out of resources and against control you don't really have enough burst with just 2 copies.
well it all depends on what techs you'd like to have in your deck. honestly the cards i would consider removing are 1xwyrmguard, divine hymn and zilliax (i think 2 hymns and zilliax is overkill so remove either zilliax or 2nd hymn). other considerations are 1xcrowd roaster, among crowd roaster, 2x forbbiden words, 1x shadow word death are enough for big threats, you can add more minions to keep a board and manage the board with your minions.
cards you can include are acolyte of pain for more draw. after trying the deck a bit, and seeing the limited dragon pool in standard atm, i think 2x scorchers is ok now, just for board presence alone.
techs to consider are ooze for weapon removal mostly, hysteria, holy nova and mass silence, depending on what your needs and bad matchups are.
i dont have time to extensively test it right now, so if you tell me what matches you want to improve it would be helpful.
Currently my worst matchups are control warrior and mech Hunter. Most other archetypes I do well enough against. I could swap away one wyrmguard for a scorcher. I have to use the healing quite often to get to t7 and at that I mostly win (except for control warrior and sometimes mech Hunter). I don't feel I need weapon removal currently and that's mostly because I only gave weapon in rogues now and I win most of the matchups vs them. I could go for hysteria but that wouldn't help Vs warriors or Hunter (Hunter tend to build big minions which when I'm unlucky I cannot answer. I could add in another spellbreaker.
I have also been thinking of adding in the 7/8 taunt giant. I'm not sure if the reduction is enough but they might be a better addition than wyrmguard.
Edit: the deck worst matchup is vs control warrior so don't expect a good winrate.
Mind blast works because it acts as a finisher and you are able to get the enemy down enough with either Alex or constant push with dragons. You can also get one (or the 5 damage/heal 5 spell for 6 mana, that's just as well) from witchdoctor.
a good control warrior player will prioritize removal and armor gain in this matchup making it almost impossible to beat, so there is no point trying to beat control warrior, no matter what techs you decide to throw in, so you should tech something that helps with other matchups instead of the control warrior match up.
its ok to have bad match ups, one deck cant beat all the others in any card game, you just try to tech depending on your matchups that are around 50% win rate to improve those match ups. mass silence or spellbreaker can be good against mech hunter yeah, but that tech alone wont magically improve your winrate against them i guess, especially if it hurts your deck to put that tech in.
if card draw is sometimes a problem i think acolyte does a good job in many matchups, people tend to try to remove it asap for a reason. its a deck i like playing but after the rotation and the prevalence of warrior atm, its hard to shine with it. try some techs to give a boost against tempo rogue matchups which is quite prevalent atm i think, and that should help increase your win rate.
Hmmm... Not really sure what the Mind Blasts are for? I imagine that against aggressive decks you mainly just run them out of resources and against control you don't really have enough burst with just 2 copies.
mind blasts is your win condition after you play alexstrasza, and yeah, this deck's glaring weakness are armor building classes like control warrior atm, and druid in wild.
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I have now played this deck for 36 games (yes I know not a whole bunch of games). With a 60% winrate at r8. The deck does not beat warrior or hunter (both around 35%) but has a positive winrate vs other classes.
This is what I'm playing right now, let me know if you see any improvements.
I'll give it a go. I don't get a chance to play much and I'm meme playing at Rank 20 in Standard at the moment. But I'll let you know how it goes.
I'm always looking for Dragon type decks to play and this hits the right notes for me. 👍
4/3/19 RIP Keith Flint. 😔
I play something very similar with success similar to yours, though honestly I play it more in Casual than on the ladder so take that into account. My differences/reasoning are:
-1 Wyrmguard - a lot of silence/transform out there now so they rarely taunt effectively. 1 is fine
-1 Northshire Cleric - one is fine unless you happen get both fairly early. nobody wants to play a Cleric on turn 9
-1 Divine Hymn - honestly i'd like to have two but wanted a free slot and I can usually grab a second copy off the Witchdoctors
+1 Acidic Swamp Ooze - so many good weapons out now it's almost a must-have.
+1 Shadow Word: Pain - makes the difference against certain key cards (Magic carpet in zoolock , Mosh'Ogg Enforcer in wall/resurrect priest, etc)
+1 Archmage Vargoth - can be very helpful and is a "must kill" for you opponents. Against other Controls I've had good success doing Vargoth plus double Mind Blasts and then he hits #3 for a 15 dmg finisher.
Thanks. Good luck and have fun! The deck has a pretty steep learning curve I feel and curious how you will do! If you need any hints, please le me know
Thanks for the points. I had played Vargoth before but it just too slow. How does the weapon removal improve your winrate vs warriors? Ahainst rogues I'm currently at 80% so for that matchup it doesn't seem necessary.
I understand pain, but I just felt the silence is more important right now the other changes seem to decrease consistency too much. Btw having cleric on 9 doesn't have to be horrible if you can combine it with heal you draw a card and get some more minions on the board.
Ooze helps mostly when you're playing Bomb/Blastmaster Boom since it kills Wrenchcalibur. Denying 1-3 bombs can make a big difference given how much of your deck you're going to run through. And while not necessary against tempo/lackey rogue, I've found it invaluable (and earned a few insta-concedes) against the occasional "pure" tesspionage rogue who builds a 8/5 Spectral Cutlass that I remove.
I don't disagree on your points about my cards/why you include yours. I tend to focus on versatility and teching vs a what i'm seeing a lot of in my local meta. If I start seeing less control I'll probably kill Vargoth & same with Pain if less zoolock, but for now i'm running against so many control shamans, big shamans, mech warriors, & carpet zoolocks, that I've gotten good value off both those cards often enough to keep.
Good luck out there!
Yeah I think ooze is good if you face enough blastmasters, however I face mostly control warriors and vs them I don't think it helps enough. The same for the rest of the tech choices you have done, however too much "tech" will narrow down the rest of the pressure that you can do with your deck and that is what had won me the most games. Still if they work for you keep it going so we can show what priest can still do :-)
What I do wonder that if you want tech vs big boards if mass hysteria wouldn't be better as an include. Most of the big minions in this deck come online after t5 anyway so that might work.
@endlesstides have you enjoyed/had success with the deck? The first is most important, but the second might keep it enjoyable for a longer time.
I'm currently still on 58% winrate but not progressing because I seem to have hit a control warrior bubble where I just can't win vs them (between their armor gain they can also remove all my minions (also the big ones) when they hit r10.
2 clerics also make it much more likely to draw one early when you need it. twice as likely to be precise. also as another commenter has stated, it helps later in the game as well, draw is never bad in a control deck.
shadow word: pain is gold against zoolock, thats a must if you face a lot of them.
i dont know if there's room for ooze in the OP's list, but its nice to have. maybe the second divine hymn for an ooze?
edit: i'm not sure about scorcher since odd paladin is out of standard now, does it work for you? plus 2 wyrmguards sound like overkill? i think there is some room for tech choices in your list now that i took a more closer look.
works on wild
Thanks for the feedback! The problem with dragons synergy is that you need enough in your deck to work. 7 I found is the minimum. The problem with dragons in general is their high cost and Scorcher comes into play sort of early. Furthermore the effect can be good vs token druid and sometimes beast hunter decks. If you can think of a good replacement I would gladly hear it.
In general I found I have enough ways to remove or silence zoolock. The wyrmguard is quite nice and again adds to consistency but maybe could be replaced with ysera when I face enough control. One scorcher could than also go and if you can squeeze in archivist + the 2 mana copy to hand spell you have a way to beat control in fatigue. However when I tried it before I never got there ;-)
Anyway I 100% believe the deck could use some refining so when you have ideas on improvements please keep them coming!
well it all depends on what techs you'd like to have in your deck. honestly the cards i would consider removing are 1xwyrmguard, divine hymn and zilliax (i think 2 hymns and zilliax is overkill so remove either zilliax or 2nd hymn). other considerations are 1xcrowd roaster, among crowd roaster, 2x forbbiden words, 1x shadow word death are enough for big threats, you can add more minions to keep a board and manage the board with your minions.
cards you can include are acolyte of pain for more draw. after trying the deck a bit, and seeing the limited dragon pool in standard atm, i think 2x scorchers is ok now, just for board presence alone.
techs to consider are ooze for weapon removal mostly, hysteria, holy nova and mass silence, depending on what your needs and bad matchups are.
i dont have time to extensively test it right now, so if you tell me what matches you want to improve it would be helpful.
Does it have any chance against Control Warrior now that Shadow Visions rotated out?
Hmmm... Not really sure what the Mind Blasts are for? I imagine that against aggressive decks you mainly just run them out of resources and against control you don't really have enough burst with just 2 copies.
Currently my worst matchups are control warrior and mech Hunter. Most other archetypes I do well enough against. I could swap away one wyrmguard for a scorcher. I have to use the healing quite often to get to t7 and at that I mostly win (except for control warrior and sometimes mech Hunter). I don't feel I need weapon removal currently and that's mostly because I only gave weapon in rogues now and I win most of the matchups vs them. I could go for hysteria but that wouldn't help Vs warriors or Hunter (Hunter tend to build big minions which when I'm unlucky I cannot answer. I could add in another spellbreaker.
I have also been thinking of adding in the 7/8 taunt giant. I'm not sure if the reduction is enough but they might be a better addition than wyrmguard.
Edit: the deck worst matchup is vs control warrior so don't expect a good winrate.
Mind blast works because it acts as a finisher and you are able to get the enemy down enough with either Alex or constant push with dragons. You can also get one (or the 5 damage/heal 5 spell for 6 mana, that's just as well) from witchdoctor.
a good control warrior player will prioritize removal and armor gain in this matchup making it almost impossible to beat, so there is no point trying to beat control warrior, no matter what techs you decide to throw in, so you should tech something that helps with other matchups instead of the control warrior match up.
its ok to have bad match ups, one deck cant beat all the others in any card game, you just try to tech depending on your matchups that are around 50% win rate to improve those match ups. mass silence or spellbreaker can be good against mech hunter yeah, but that tech alone wont magically improve your winrate against them i guess, especially if it hurts your deck to put that tech in.
if card draw is sometimes a problem i think acolyte does a good job in many matchups, people tend to try to remove it asap for a reason. its a deck i like playing but after the rotation and the prevalence of warrior atm, its hard to shine with it. try some techs to give a boost against tempo rogue matchups which is quite prevalent atm i think, and that should help increase your win rate.
mind blasts is your win condition after you play alexstrasza, and yeah, this deck's glaring weakness are armor building classes like control warrior atm, and druid in wild.