Looks really greedy...how do you handle things like aggro secret paladins and facehunters? I made a deck around Confessor Paletress myself but had to add a bundle of earlygame removal and taunts to make it even slightly viable.
Against secret paladins I need to play for my board clears. On turn 6 when they drop mysterious challenger one would hope that you have auchenai + circle ready (ping first with auchenai) or light bomb at the ready. The game really becomes if you have the board clear or not. Fortunately the deck does allow for stalling until you can draw the right cards but even then it may be too late. Just make sure you keep your board clears on hand.
Generally I would myself holding onto circle for auchenai but I do agree that at times it is a dead draw without injured blademasters and added them to the deck to synergize with circle & flash heal
I would add in Holy Champion & Kodorider if you are striving for a inspire focused deck. If going for a more competitive aspect Piloted Shredder fits well.
I have play tested with Holy Champion in the deck but overall I felt that the card was too slow. If I were to include a 4 drop to this decklist it would most likely be a Piloted Shredder because the value of the card is a "given" once the card hits the board rather than a 3/5 depending on my turn 5 using my hero power rather to gain +2 attack. There is synergy with the card, just not the impactful synergy I would prefer.
I have thought about Fencing Coach but a 3 mana 2/2 that saves me two mana the next turn isn't going to help me. The only synergy this card would have with the deck is if I were to play Garrison Commander & Nexus-Champion Saraad the following turn to inspire twice. Three card combos is a general no-no in hearthstone.
Kvaldir Raider suffers the same problem as Holy Champion being that they are very slow cards in constructed.
Prophet Velen simply makes your hero power atrocious after playing Justicar Trueheart. Healing for 18 health on turn 10 is pretty (with Flash Heal) is one of my favorite things to do against an aggro deck.
This looks really really fun, I want to try it, how has it been working for you though?
It's been working very well for me. Against aggro and midrange I have a very high win rate and against control its almost 100%. The deck does have a few problems against Patron and needs to be played carefully against it.
oooh nice. I was thinking that priest could try an inspire deck since you're HPing so often anyway.
Though it has far more legendaries than I can fling out so I'll have to just shrug. Does it really require that many legendaries to make a proper inspire deck?
Some of legendaries aren't necessarily required but they do allow for some interesting and fun games (Saraad, Paletress etc) I would say the most important is Velen & Justicar. You can swap cards out for Kodoriders, Frost Giants or other inspire cards.
When TGT came out I was really excited about two things, Dragon priest & the inspire mechanic. Dragon priest with all its taunt dragons to fill up the curve dragon decks needed seemed like it would be the next big thing. But after playing dragon priest it got stale pretty quick. So I wanted to play around with Inspire and began building an inspire deck and had a lot of success & fun with. The deck took me to rank 5 last season so I could pop open a Sea Giant's chest and I'm planning on getting to legend again this season with Inspire Priest. While it is pretty expensive on dust i'd appreciate any feedback on people who can play test this deck. Still probably needs a few minor tweaks here and there.
-10
I do enjoy a Reno Jackson deck but there are a few changes that I have made myself personally.
first most:
-1 Backstab
-1 Preparation
No deck utilizing Reno Jackson should have any 2-ofs. Period. I should not have to explain to you why.
The deck itself is very fun and I love Anub against control decks. I would swap in some early 2 drops in place of the backstab & prep.
0
Against secret paladins I need to play for my board clears. On turn 6 when they drop mysterious challenger one would hope that you have auchenai + circle ready (ping first with auchenai) or light bomb at the ready. The game really becomes if you have the board clear or not. Fortunately the deck does allow for stalling until you can draw the right cards but even then it may be too late. Just make sure you keep your board clears on hand.
0
Generally I would myself holding onto circle for auchenai but I do agree that at times it is a dead draw without injured blademasters and added them to the deck to synergize with circle & flash heal
0
I would add in Holy Champion & Kodorider if you are striving for a inspire focused deck. If going for a more competitive aspect Piloted Shredder fits well.
2
I have play tested with Holy Champion in the deck but overall I felt that the card was too slow. If I were to include a 4 drop to this decklist it would most likely be a Piloted Shredder because the value of the card is a "given" once the card hits the board rather than a 3/5 depending on my turn 5 using my hero power rather to gain +2 attack. There is synergy with the card, just not the impactful synergy I would prefer.
I have thought about Fencing Coach but a 3 mana 2/2 that saves me two mana the next turn isn't going to help me. The only synergy this card would have with the deck is if I were to play Garrison Commander & Nexus-Champion Saraad the following turn to inspire twice. Three card combos is a general no-no in hearthstone.
Kvaldir Raider suffers the same problem as Holy Champion being that they are very slow cards in constructed.
Prophet Velen simply makes your hero power atrocious after playing Justicar Trueheart. Healing for 18 health on turn 10 is pretty (with Flash Heal) is one of my favorite things to do against an aggro deck.
0
It's been working very well for me. Against aggro and midrange I have a very high win rate and against control its almost 100%. The deck does have a few problems against Patron and needs to be played carefully against it.
0
Some of legendaries aren't necessarily required but they do allow for some interesting and fun games (Saraad, Paletress etc) I would say the most important is Velen & Justicar. You can swap cards out for Kodoriders, Frost Giants or other inspire cards.
3
Glad you like it! It does create longer games but I have a ton of fun with it.
I have tried Kodorider and it does work well with the deck but lacked the "oompf" that other cards had. But its definitely runnable!
0
If you're into the inspire mechanic try this out http://www.hearthpwn.com/decks/322775-inspire-priest-tgt-full-guide
3
When TGT came out I was really excited about two things, Dragon priest & the inspire mechanic. Dragon priest with all its taunt dragons to fill up the curve dragon decks needed seemed like it would be the next big thing. But after playing dragon priest it got stale pretty quick. So I wanted to play around with Inspire and began building an inspire deck and had a lot of success & fun with. The deck took me to rank 5 last season so I could pop open a Sea Giant's chest and I'm planning on getting to legend again this season with Inspire Priest. While it is pretty expensive on dust i'd appreciate any feedback on people who can play test this deck. Still probably needs a few minor tweaks here and there.
Here is a full guide on the deck: http://www.hearthpwn.com/decks/322775-inspire-priest-tgt-full-guide
The decklist:
91
Acidmaw
46
lol u idiot dont even recognize my joke
43
lol u idiot dont even realize acidmaw won't even stay alive.