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Legendary Dragon Priest No Naxx/LoE/Kara Wild Deck

Last updated on Nov 08, 2015 at 01:27 by Sottle 1 comment

Table of Contents

The following Priest deck is a Dragon based Control build that moves away from the reactive style that Priests have commonly played, and instead moves towards a more proactive strategy that aims to win the game through minion combat and Tempo. It relies heavily on Dragon synergy throughout the deck, which with the new additions from The Grand Tournament is now a much more reliable proposition.

The version of this deck for people that do not have the Naxxramas expansion is fairly straightforward. The Dark Cultists are simply removed for Dragonkin Sorcerer which is not a great sacrifice. Some players even prefer the Dragonkin Sorcerers when all cards are available to them.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Dragon Priest No Naxx/LoE/Kara Wild Deck

Our deck costs 7,360 Arcane Dust and it is made up of the following cards.

Priest Cards Neutral Cards

2.1. Mana Curve

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6
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1

3. Strategy

Dragon Priest is a deck that strays away from the usual strategy of Control Priest decks that aim to simply sit back and wait, outlasting the opponent. Instead, it focuses on the other style of Control deck that still aims to be proactive, but packs in enough late-game that they are able to outlast their opponent if it comes down to it.

The early game for this deck can be a little counter-intuitive. Previously Zombie Chow was preferred as a 1-drop in Priest decks, even in those that were Dragon focused. However, due to the presence of Wyrmrest Agent, Twilight Whelp now represents extra value as a Dragon in your hand. What this means however, is that you sometimes have to play your hand off curve, holding on to the 1-drop in order to play your Wyrmrest Agent and Twilight Guardian in activated forms, and only then playing the Twilight Whelp on a later turn once you have drawn a further Dragon, or have no more Dragon activated cards to play. This is a reasonable sacrifice to make however, as previously, you would have to make tough decisions about whether to keep high cost Dragons in order to activate all your cards.

Once you have navigated these early turns, your utility cards like Power Word: Shield, Shrinkmeister, Velen's Chosen, and Shadow Word: Pain come into play to help you gain an advantage in minion combat. These cards are crucial to help you consolidate your board position, and make sure you stay on the board. This is crucial to the deck, since unlike Priest decks you do not have a particularly huge pool of catchup cards if you fall behind.

Twilight Guardian is a key card introduced in The Grand Tournament that helps you to curve through a Dragon deck much more consistently. By bridging the gap between Blackwing Technician and Blackwing Corruptor or Azure Drake, it allows you a smooth, consistent progression of minions, and makes Dragon decks much more consistent. The 3/6 Taunt body is also a fantastic Aggro stopper, and helps you regain a foothold on the board if you have been unlucky enough to miss all your early game drops.

If you do find yourself falling behind on the board, the deck does play some catchup mechanisms, although as mentioned previously, not as many as a standard Control Priest deck. Holy Nova is a solid AoE tool that is particularly effective against Aggro decks, while Cabal Shadow Priest can immediately reverse a lost board position, especially when paired with Shrinkmeister to steal a high value minion. If worst comes to worst, the deck does also play a single copy of Lightbomb to reset the board if you fall too far behind.

More commonly than these big catchup turns though, you will spend your turns fighting to swing a fairly even board state in your favour, or further advancing your winning board. Cards like Blackwing Corruptor, Vol'jin, and Shadow Word: Death are excellent for this purpose, sine they allow you to gain a Tempo advantage over your opponent, either by removing their huge minion cheaply, or by swinging the board with a fast minion that serves both as removal, and a threat.

Moving towards the late-game, the deck has a huge collection of late-game threats to overwhelm the opponent. Sylvanas Windrunner is almost ever present in Priest decks, due to the amount of utility it can bring, as well as the combo it provides with Shadow Word: Death to immediately steal an opposing minion. Finally, Ysera is one of the game's ultimate late-game cards, and will generally seal any game that is coming down to a battle for resources. If your opponent plays a Ysera of their own, it is the perfect target for another of your late-game tools, the Shrinkmeister + Cabal Shadow Priest combo.

3.1. Synergies & Combinations

Sylvanas Windrunner + Shadow Word: Death can be used to immediately steal an opposing minion, simulating the effect of Mind Control.

Shrinkmeister + Cabal Shadow Priest can be used to steal a minion of up to 4 attack, which included high priority targets like Piloted Shredder, Sludge Belcher, and even Ysera, amongst others.

Shrinkmeister + Shadow Word: Pain can be used to remove tricky minions in the mid-game that Priest usually struggle with, such as Twilight Drake.

3.2. Mulligans & Matchup Specific Strategies

You should consistently mulligan for a strong curve of early minions, keeping in mind the requirements for cards that rely on a Dragon being in hand. As mentioned early in the guide, this may require playing cards in a strange order, such as holding onto a Twilight Whelp for the first few turns in order to play both a Wyrmrest Agent and a Twilight Guardian in activated forms. Aside from your early minions, other strong cards to keep are Power Word: Shield and Velen's Chosen.

Against Aggro, Twilight Whelp and Wyrmrest Agent are key as this pairing will usually be able to gain an advantage against even the best Aggro starts, and if you can take contol of the game as early as turn 2 against an Aggro deck, they have little hope of recovery. Shadow Word: Pain is also a fine keep against Aggro to help deal with key minions like Knife Juggler, or Imp Gang Boss. The ideal hand against Aggro contains combinations of the cards Twilight Whelp, Wyrmrest Agent, Northshire Cleric, Shrinkmeister, and Shadow Word: Pain. If you already have Twilight Whelp and Wyrmrest Agent, you can keep any other Dragon in order to activate them both smoothly, since this pairing should be enough to secure the board for you early.

Against Control you simply want to mulligan for the smoothest curve of minions possible. Your goal against Control is just to curve out through your deck as efficiently as possible to maintain the Tempo and keep them on the back foot. A perfect hand against Control contains some combination of Twilight Whelp, Wyrmrest Agent, Blackwing Technician, Twilight Guardian (with The Coin), Power Word: Shield, and Velen's Chosen. Shrinkmeister is best thrown back for the late-game against Control, since the Shrinkmeister + Cabal Shadow Priest combo can be so powerful in these matchups.

3.3. Card Swaps

This deck is currently built to avoid Big Game Hunter entirely, but if you choose to go a different route, you can include bigger late-game Dragons such as Alexstrasza or Nefarian, or Dr. Boom.

This deck currently plays 2 Blackwing Corruptor and 2 Azure Drake in the 5-drop slot, but this arrangement can easily be changed with one of these cards being dropped for a tech card like Loatheb or Harrison Jones.

Blackwing Technician can be dropped from the deck for a Holy Smite, to provide some extra early-game stability.

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