Midrange Quest Priest (updated)
- Aggro Priest
As its name suggests, this deck tries to take advantage of Activate the Obelisk's reward, Obelisk's Eye, in order to close the match in the mid game before having to go (and lose) for the value game with Control decks like Bomb Warrior or Control Shaman (if there will be one).
Given all the midrange stuff Priest has recently got, your goal is to take control of the board and develop big sized threats with a downside that will usually work in your favor.
Injured Blademaster on turn 3 with Circle of Healing or on turn 5 with Neferset Ritualist near another damaged minion (positioning required here!) allows you to put stuff on the board and simultaneously advance in your quest completion.
Hench-Clan Shadequill is, in my opinion, a perfectly designed 4-drop for this deck: a big 4/7 whose deathrattle will come in handy (the quest doesn't say that you have to restore just your characters' health). Does your opponent kill it? He just wasted resources and helped you to complete your quest. Does it survive? Well, it's a 4/7 you can use to SMOrc or value trade. Not bad.
I even added the recently buffed Extra Arms for some juicy frosting on your well statted minions and the OG cycle package (Northshire Cleric + Power Word: Shield).
Against my initial beliefs, Psychopomp might make the difference in the fight for the board control in the first few turns: this deck usually runs minions that are well statted for their cost because of the drawback effect (see Injured Tol'vir, Injured Blademaster, Ornery Tortoise and Hench-Clan Shadequill). What do I mean? Imagine this curve:
Turn 1: play Activate the Obelisk
Turn 2: play Injured Tol'vir
Turn 3: play Injured Blademaster
At this point, you either have stuff on the board to heal or you can suicide what you have and play your Psychopomp to have a 2/6 or a 4/7 with Reborn.
This is clearly a best case scenario, not to mention that your opponent will do complicate your schemes (do you get it? Nah? Ok...), but you still have a good amount of cheap stuff in order to fill your curve or to buff your minions.
This deck, the way it is now, has a decent card draw and value generation: this is the reason why I decided not to put in the Wild Pyromancer/Acolyte of Pain package. However, the deck Kibler showcased had those cards (together with Questing Explorer), so it should be a valid option.
High Priest Amet was initially in this deck: however, I think that it feels too much like a win more card here. It has without doubt a strong and interesting effect, but you would rarely choose it over a 4/7 or a Psychopomp. Remember that all I'm saying is based in pure predictions, given that no one of us has gotten a chance to play with these new toys yet.
I also didn't include the Divine Spirit Inner Fire package: in my modest opinion, your goal is not to win by OTK, but just by continuously buffing your stuff and overwhelm your opponent. If you ever need burst damage, there's Leeroy Jenkins
DECK UPDATED with the cards revealed during the final stream of July 31st.
- 2x Circle of Healing
- 1x Activate the Obelisk
- 2x Crystallizer
- 2x Northshire Cleric
- 2x Power Word: Shield
- 1x Divine Hymn
- 1x Grandmummy
- 1x Holy Ripple
- 2x Injured Tol'vir
- 1x Neferset Ritualist
- 2x Extra Arms
- 2x Injured Blademaster
- 2x Ornery Tortoise
- 2x Hench-Clan Shadequill
- 1x Mass Dispel
- 2x Psychopomp
- 1x Leeroy Jenkins
- 2x Sandhoof Waterbearer
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- 0 Circle of Healing x 2
- 1 Activate the Obelisk x 1
- 1 Northshire Cleric x 2
- 1 Power Word: Shield x 2
- 2 Divine Hymn x 1
- 2 Grandmummy x 1
- 2 Holy Ripple x 1
- 3 Extra Arms x 2
- 4 Hench-Clan Shadequill x 2
- 4 Mass Dispel x 1
- 4 Psychopomp x 2
- 5 Sandhoof Waterbearer x 2
- 1 Crystallizer x 2
- 2 Injured Tol'vir x 2
- 2 Neferset Ritualist x 1
- 3 Injured Blademaster x 2
- 3 Ornery Tortoise x 2
- 5 Leeroy Jenkins x 1
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I don't know about Leeroy Jenkins--I think this quest wants to be less SMOrc and more board-control that's top-decking a new threat every turn. I think I like Damaged Stegotron a lot better in that spot--before completion he's a solid body and a dream target for Hymn/CoH/Waterbearer, and afterwards he's great as an 8 mana 8/12 with taunt.
I'm not really good at deckbuilding but I have some doubt about Grandmummy and just one Neferset Ritualist, 2x of ritualist seems more consistent to advance the quest.
Questing Explorer seems a good inclusion too, even if it may turn into a dead draw in late game
As I wrote, there are a lot of cards you can include, some of which I have to exclude due to 30-cards-rule.
The second Neferset Ritualist should be better than Grandmummy, I agree with you (after making this deck, I've watched some clips on YouTube and Grandmummy feels kinda awkward without High Priest Amet).
On the other hand, Questing Explorer may not a great addition cause it if the quest is up it doesn't have synergy in order to complete it (and there are better tools for Priest to draw cards), and if the you already have the new Hero Power it's just a 2/3
This is a tough deck for me to build, feels like there are too many cards I want to add, so I ended up not building it lol
Yeah I found the exact same problem lol: too many cards you'd like to include, too small the number you must carry.
However, with yesterday's final stream there are a bunch of sweet additions I should consider
3 copies of Circle of Healing? I know it's good in this deck, but... ;)
Don't forget Wild Pyromancer, if you can damage you opponent's minions and heal them with Circle of Healing you can complete the quest in no time.
And, why Shieldbreaker if you have Silence, Mass Dispel or even Spellbreaker? I don't get it.
I'm also not convinced about Grandmummy, I'd probably use Questing Explorer or another Neferset Ritualist instead.
I think the archetype has potential, but it may be a bit tricky to make it work. For example, Psychopomp and could be used to generate more values, plus reborn minions that can be healed, but then, what do you remove? Tricky.
The circle of healing thing was a mistake I didn't really realize until your message. I'm for that and thanks for making me notice it.
I decided to put Shieldbreaker because if you want to Silence a minion it's usually because of the Taunt keyword; moreover it leaves more mana for healing and buffing stuff. You can argue that [Hearthstone Card (Mass Dispell) Not Found] is better, and it probably is since in also cycles through the deck, but as I said I'm open to suggestions.
I put Grandmummy just because I think it's a powerful turn 2 play in order to take the board in the next few turns: you opponents needs to kill it, but at the same time it buffs toy other minions. This reasoning can't be done in the late game, but since we are in the first few turns...
I'm not sold by Psychopomp: the effect is really powerful, but the 3/1 stat line and the random target really hold me back from believing in this card. I might be wrong, but for now I really can't see it.
Yeah, Psychopomp is only worth if you played strong 3-mana minions (Injured Blademaster or, for example, Ornery Tortoise), but bad if you played many 1 or 2-cost minions.