Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Legendary Priest C'Thun Control Standard Deck

Last updated on May 18, 2016 at 12:13 by Sottle 15 comments

Table of Contents

The following guide outlines how to play a C'Thun based build of Control Priest. This deck aims to combine Priest's excellent reactive removal cards with the board presence and Tempo of a C'Thun deck. It is an effective deck in a Control Meta since it is able to deal with huge opposing threats while packing huge win conditions of its own.

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 Priest C'Thun Control Standard Deck

Our deck costs 3,840 Arcane Dust and it is made up of the following cards.

Priest Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Most Control Priest decks are extremely passive by nature and play out slowly and reactively, holding situational cards in hand and waiting for the right scenario to present itself before unleashing them. The first thing to learn when playing this deck is that it plays out a lot more proactively than most other types of Priest. In many games you will fight for the board through minion combat by playing out a strong curve of C'Thun minions. This is in stark contrast to a pure Control Priest deck that spends much of its time off the board.

Despite this, it is still important to recognise when healing a minion to gain additional value is more important than playing an additional minion for Tempo. This will be matchup dependent and generally you should try and match what your opponent is doing. If their goal is to play for Tempo such as is the case with Zoo or Shaman, then you should play faster as well, developing extra minions when you can. However, in slower more grindy matchups, it can often be correct simply to heal an existing minion to gain more value. The Priest Hero Power is one of the most powerful in the game as long as you can ensure a target to heal with it.

When deciding whether to heal a minion, always keep in mind your opponent's options. For example, Shamans excel at doing 3 damage with cards like Lightning Bolt, Rockbiter Weapon, and Fire Elemental, so healing a minion out of range of these cards can be extremely frustrating for your opponent.

You early game turns will be spent fighting for the board with Twilight Elder and Beckoner of Evil alongside Disciple of C'Thun. Disciple of C'Thun is a strong Tempo card that is nearly good enough to be included in a non-C'Thun deck, simply to fight back against early board states from aggressive decks. As mentioned before, when engaging in minion combat, pay close attention to whether it is better to heal combat damage with your Hero Power or play an additional minion to increase the amount of power in play for the next turn.

Against aggressive decks Doomsayer is a fantastic early-game play that can drastically slow down their development and allow you to gain a free turn on the board. On top of this Doomsayer can be used strategically in later turns to try and set up a free board to develop a powerful minion on. Do not be afraid to drop Doomsayer even when you have a minion or two of your own in play since the advantage you gain from being able to drop minions on an empty board if it goes off is immense. This tactic can also be used to clear a board before your C'Thun turn to try and direct all of your C'Thun damage to the opponent for lethal damage.

Brann Bronzebeard is present in the deck as it is in most C'Thun decks since it can allow you buff your C'Thun much more quickly and be able to more reliably play your power minions that rely on C'Thun having 10 attack on curve. There is a consideration for holding back a minion in your hand to play later with Brann, especially if you already hold Twin Emperor Vek'lor or Twilight Darkmender in hand and seem unlikely to be able to buff C'Thun to 10 before the relevant turn otherwise. On top of this usage Brann can also be used to make Disciple of C'Thun deal 4 damage, summon an extra 4/6 from Twin Emperor Vek'lor and to gain a staggering 20 Health from Twilight Darkmender.

If you fall behind on the board things can become more difficult for this deck that for a regular Priest deck, especially since the loss of Lightbomb from Standard format. Since this deck does not play Auchenai Soulpriest, your only real AoE comes in the form of Holy Nova and Excavated Evil. Excavated Evil is preferred as the double copy as there is a high frequency of 3 Health minions in the meta. On top of this, Shadow Word: Pain is a very efficient card that can deal easily with cards such as Totem Golem and Bloodhoof Brave to regain you some initiative on the board.

Moving into the late-game the deck starts to take over with big power plays. It is heavily reliant on being able to raise the attack of your C'Thun in order to activate the immensely powerful Twilight Darkmender and Twin Emperor Vek'lor, but you can get there relatively easily since you only need to play 2 or 3 Cultist minions beforehand in order to achieve it. Once you have your C'Thun at the required size, you can gain a lot of stability in the game. Twilight Darkmender can give you plenty of health in order to extend the length of the game, where as Twin Emperor Vek'lor is simply an incredible board presence for 7 Mana.

C'Thun is of course your final late-game threat. It is able to reverse the state of the board if you are behind, or function as your final burst damage if you are ahead. You will need to pay attention to the state of the game however. If you feel you will need the board presence of C'Thun after its Battlecry then you will need to test your opponent for hard removal before commiting C'Thun to the board. Thankfully, this deck plays numerous cards to be able to do that and your opponent should be pushed to use their removal to deal with some of your threats earlier in the game.

3.1. Synergies & Combinations

The deck is heavily based around C'Thun and most of the minion choices in the deck reflect that gameplan.

Brann Bronzebeard can be used to gain stats on your C'Thun more rapidly and to make powerful plays with Twin Emperor Vek'lor and Disciple of C'Thun.

3.2. Mulligans & Matchup Specific Strategies

Beckoner of Evil and Northshire Cleric are your primary mulligan targets in most matchups, although you should pay attention to matchups where Cleric does not interact favourably with your opponent's early drops. For example against Hunter and Shaman respectively they will often respond to your Cleric with King's Elekk, Huge Toad, or Totem Golem so you should hold back on Cleric or even mulligan it away unless you have a Shadow Word: Pain to defend it.

On top of this, against Aggro Doomsayer is a fantastic card and should be a high priority in your mulligan.

Twilight Elder is a fine keep if you have The Coin, but can often be too slow against aggressive decks, particularly if you are going first.

3.3. Card Swaps

Doomcaller can be used in place of a Doomsayer if you are facing a large amount of Control.

Entomb and Shadow Word: Death are fairly interchangeable and can be played in any combination that you see fit.

4. ChangeLog

  • 18 May 2016: Deck added.
Force desktop version
Force mobile version