I played around with this deck last night and it was definitely fun, but had a relatively average win rate (3-5) as listed above. I decided to make a few changes which ended up working out quite well (5-0 streak), so I would like to suggest doing the following:
- I replaced the 2 flash heals with 2 PW Glory. The reason for this was, in this particular version of Priest, Flash Heal basically amounts to 1 mana heal for 5... and that's it. There's no Shadow damage of any kind to take advantage of. Meanwhile PW Glory is the equivalent of 1 mana heal for 4, however it also has other impacts as well... most specifically it neutralizes 4 attack minions (the bane of priest's existence). You can put it on 3 or lower attack minions which render them basically useless for the opponent, then later you can Madness that same minion, gain 4 health, and slam it into something else. Worst case scenarios are things like putting it on a 4 mana 7/7 when you don't have a Death in hand, which basically turns it into a 4 mana 3/3! Much more manageable. If you have Justicar hero power, you actually net a positive of 1 health if the 7/7 attacks LUL.
- I replaced 1 Convert with Thalnos for some impactful spell damage (really handy for dealing 3 with smites and nova, or even getting a 7 mana Flamestrike with Evil.... and draw a card #PurifyValue). Thalnos also gives a little bit of card draw, of which this deck has none outside of Yogg and "card generation" from Vision and Thoughtsteal.
- I replaced 1 Vision with a 2nd Forbidden Shaping because I felt like Vision was hitting really bad targets way too often for me (cough COIN cough), and 2 Shaping felt really good for adding additional threats in the deck (if you can hit both at 8 mana) and also for filling out dead turns (5 or 6 mana hits are actually fairly reasonable). I may try to replace 1 Shaping with Shifter Zerus as well for more flexible options, and he also lets you see what you're actually getting for your mana.
Otherwise, I think this deck actually does have some potential to be around 50% win rate.... which for Priest is pretty damn good right now.
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Brace yourself for the onslaught of "Actually, zoo is a control deck" comments!
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Bestial Wrath only works with a limited amount of minions. I realize its a cool combo with Giant Sand Worm, but you only have one of those anyway.
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What do you think of replacing Darnassus Aspirant with Grove Tender? I use it in my naga druid decklist (which I haven't uploaded) and I like it better because the mana gain is permanent, and since it says "Gain a mana crystal" instead of "Gain an empty mana crystal", its the same as playing a 3 drop and then the coin if you pick the mana option.
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I'm hoping for another build-around card. It seems like it would make the most sense lore-wise that the Old Gods become build-around-me cards that are incompatible with each other, since they were always at war with each other. Basically something with really good synergy, because those sort of cards are often both fun and viable.
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Flame Imp - 2/3 instead of 3/2
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I love the (potential) new look of Rogue decks! Definitely excited to see the addition of Vanish and Dark Iron Skulker
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Maybe 6 attack? 6-cost is a little too broad.
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I like the idea of damaging high attack minions. That way it isn't a complete waste for them to spend 7+ mana on a minion that will provide no tempo whatsoever because of BGH. It would see play only for decks that need the extra boost of removal, so the 4/2 stats aren't a big problem.
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Speaking of battlecries, Nerub'ar Weblord could do really well in a deck without many battlecry cards in this meta.
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The only decks I can think of that use big taunt minions are Dragon decks, and then the odd Sludge Belcher that shows up. It used to be in a lot of decks when the meta wasn't nearly as aggressive as it is now.