From my experience Dragon Priest is more of a tempo deck, yours is kind of all over the place. Wyrmguard is too slow for what you're trying to accomplish. Some of the 2/2 buffers might help you curve stronger as well. Sleepy Dragon is bad here, I recommend cutting it.
You have a decent selection of spells, but you might consider the Spiteful package. It gives both insane tempo and great late game against control all in 6 cards, which would free up a few more slots in your deck since you would take out the low-costing spells for value.
Some additional tech against weapons and a silence or two might also prove invaluable.
I would go with the 9 mana as the mod suggested, but I feel like a 7/7 is still too strong for its effect. A 7/5 would still be a pressure tool without being as difficult to take care of.
I highly doubt standard will be "cripple" considering there will be a whole new swath of cards being released to unveil new fun/unique/interesting archetypes, likely that will replace most existing cards in some likeness (although not a reprint.)
zoo is no longer a board control deck. Disco-lock is more successful and just vomits onto the board to go face, never trade, never run out of cards thanks to tap.
Yes, I just got turn 1 face soulfire'd into the 3/3.
People that complain about Jade Druid beating control warrior aren't playing control warrior. They're playing Fatigue Warrior. Control warrior is still VERY much viable.
I don't know, the name doesn't really match what the card does. In WoW, second wind is a continuous healing effect while at low health. Perhaps it could be something like, "3 mana spell, restore 6 health to your hero. If your hero is below 12 health, draw 2 cards."
It's not power creep at all. It's a utility 1 drop for a tribe themed deck. Heck it is worse than the 1/2 murloc.
The problem with leper gnome wasn't that it could deal a lot of damage, but the fact that it's damage was often unavoidable thanks to its death rattle. With the proper tools available, you can trade into the buccaneer and never take damage.
Maybe for one turn, sure. But giving up all your other answers for your opponent to either remove your only threat, spawn multiple more mega-large bodies, or do both in one turn, doesn't seem much of a good deal to me.
I would say mid-hand-buff, but Control Pally is as strong as it's ever been. I've been playing a new OTK deck that uses brann+Don Hancho to Make Leeroy a 16 damage charge, then buffing it with Blessed Champion for a 32 damage otk. It's a better faceless that you can't accidently buff.
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From my experience Dragon Priest is more of a tempo deck, yours is kind of all over the place. Wyrmguard is too slow for what you're trying to accomplish. Some of the 2/2 buffers might help you curve stronger as well. Sleepy Dragon is bad here, I recommend cutting it.
You have a decent selection of spells, but you might consider the Spiteful package. It gives both insane tempo and great late game against control all in 6 cards, which would free up a few more slots in your deck since you would take out the low-costing spells for value.
Some additional tech against weapons and a silence or two might also prove invaluable.
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Or you can play silence priest :) :) :)
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I would go with the 9 mana as the mod suggested, but I feel like a 7/7 is still too strong for its effect. A 7/5 would still be a pressure tool without being as difficult to take care of.
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I highly doubt standard will be "cripple" considering there will be a whole new swath of cards being released to unveil new fun/unique/interesting archetypes, likely that will replace most existing cards in some likeness (although not a reprint.)
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zoo is no longer a board control deck. Disco-lock is more successful and just vomits onto the board to go face, never trade, never run out of cards thanks to tap.
Yes, I just got turn 1 face soulfire'd into the 3/3.
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People that complain about Jade Druid beating control warrior aren't playing control warrior. They're playing Fatigue Warrior. Control warrior is still VERY much viable.
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I'd say Malygos in any deck. The moment he hits board you know it's over.
With Alexstrasza or other minions mentioned, they can be useful in other situations, but Maly is 100% do or die.
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I don't know, the name doesn't really match what the card does. In WoW, second wind is a continuous healing effect while at low health. Perhaps it could be something like, "3 mana spell, restore 6 health to your hero. If your hero is below 12 health, draw 2 cards."
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It's not power creep at all. It's a utility 1 drop for a tribe themed deck. Heck it is worse than the 1/2 murloc.
The problem with leper gnome wasn't that it could deal a lot of damage, but the fact that it's damage was often unavoidable thanks to its death rattle. With the proper tools available, you can trade into the buccaneer and never take damage.
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Maybe for one turn, sure. But giving up all your other answers for your opponent to either remove your only threat, spawn multiple more mega-large bodies, or do both in one turn, doesn't seem much of a good deal to me.
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I would say mid-hand-buff, but Control Pally is as strong as it's ever been. I've been playing a new OTK deck that uses brann+Don Hancho to Make Leeroy a 16 damage charge, then buffing it with Blessed Champion for a 32 damage otk. It's a better faceless that you can't accidently buff.
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Get rid of Hogger, he will never see play, while Moroes at least has psuedo-guaranteed value.
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Hand buffs will affect the battlecry, but not stick to it if it's revived. It will also not affect cards that trigger off of c'thun's stats.
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This will see play in rogue, if anywhere. Too slow otherwise.
Says a lot about rogue