Greetings there! I'm here to present you my version of how I would change Priest's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
This time, I've put crossfire onto Priest. While it's very hard to actually do them, please don't think I'm going to make changes for literally every class, although if I get bored, I might do in near future. Also chose Priest this time, because some of their new cards they got aren't seeing any value, and they could use some nice tools. I also chose them as the last one for me to revise, as there were plenty of Priest Core Set changes beforehand.
Strengths and Weaknesses
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- Strengths
- Removal - Priests control every move you make.
- Survivability - Priests have access to tons of healing, be it to themselves or their allies.
- Card Generation - The Light shall bring you unexpected tools to help you win.
- Minions - Priests are aided by their companions they ought to protect and resurrect in the time of need. Especially Dragons.
- Healing - Priests are ready to heal your wounds.
- Limitations
- Disruption - Priests can enter your mind.
- Buffs - Allies deserve some more power.
- Combos - Priests usually cast slow, but powerful spells, but they also have some smaller ones to spare.
- Weaknesses
- Burst - Priests prefer to remain neutral or positive, they don't want to cause harm.
- Card Draw - Priests need time to save you, you randomly engaging fool.
New Sets
Explanations
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Northshire Cleric - returning with a different effect. You no longer can go full Northshire, but you can still get a draw, and it now triggers off of healing on your hero.
Power Word: Feast - a nice buff for Priest to let your minions stay alive.
Sanctuary Angel - a minion for your Rez Priests. Helps you defend your face, albeit it deals mediocre damage.
Priest of the Feast - provides you with a payoff for playing multiple spells in a turn.
Divine Hymn - not the strongest card, but heals your board and your hero.
Apotheosis - another buff for the class that also heals you.
Shadowmelder - serves as a removal tool that also supports Deathrattle synergies.
Breath of the Infinite - allows for evergreen Dragon synergies and serves as removal.
Reviving Infusion - the core Rez card.
Shadowy Figure - the primary Deathrattle synergy card, giving you more of those effects.
Hall of Fame
Some cards that were considered, but didn't make the cut
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Silhouettes - my custom card that was meant to replace Mindgames. It was supposed to generate value, but in the end, maybe it could generate too much of it.
Shadowboxer - If I remember, I wanted to add this card, but I guess it deals damage to the enemy hero when it can, so no.
Mana Geode - Same story, except this one looks so cool that had I not gone for more Deathrattle synergies, this would probably make the cut.
Lyra the Sunshard - was meant to replace Natalie Seline, but maybe the value potential could go out of control.
Initiation - dunno, but I think I wanted to add this card, but I guess it could be weird to have.
Power Word: Replicate - maybe too gimmicky and also conflicted with Silhouettes back when I wanted to add them.
Among many, many, MANY other cards…