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Legendary Priest N'Zoth Control Wild Deck

Last updated on Jun 22, 2016 at 13:26 by Sottle 4 comments

Table of Contents

The following guide contains instruction on how to play N'Zoth Control Priest. This is a Control Priest variant that aims to stall the game and maintain equilibrium throughout the game and then gain an enormous advantage by using N'Zoth the Corruptor to summon a huge board on turn 10 or later. Despite this it is also naturally well equipped to deal with Aggro decks due to Priest's efficient anti-Aggro tools.

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 N'Zoth Control Wild Deck

Our deck costs 4,600 Arcane Dust and it is made up of the following cards.

Priest Cards Neutral Cards

2.1. Mana Curve

2
8
2
4
4
4
5
1

3. Strategy

N'Zoth Control Priest is a deck that builds on the shell of the classic Control Priest deck. By adding in such a powerful win-condition at the end of your deck you are able to forgo many of the problems that Priest decks have with finishing out the game in the later stages. Previously Priests had to rely on exhausting their opponent's resources and victories through attrition, or use Elise Starseeker to come out on top in late game battles.

The key tool to facilitate the control style of this deck is the Priest Hero Power. Being able to heal your own minions is an extremely powerful tool for controlling the board and as such, using your Mana to heal an existing minion is usually a better play than putting out a new one. This will extend your resources and enable you to keep more cards in hand for the later turns.

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.

In the early-game it is important to mulligan for the right minions. Although it may be tempting to hold onto cards such as Northshire Cleric since it is a low Mana drop, cards like this are usually better reserved for later turns when you can gain value from their unique effects. Instead you will be looking for Zombie Chow and Deathlord as your early drops of choice. Even though it may seem strange to put these minions with negative Deathrattles in a deck that aims to revive Deathrattle minions later in the game, your goal with N'Zoth is simply to achieve total board dominance, so the negative impact of the Deathrattles themselves rarely comes into play. Deathlord can in fact be particularly powerful when revived by N'Zoth as it provides you with a large Taunt that can protect you from direct damage and allow you the time needed to develop a 10 Mana minion.

Museum Curator is a card from League of Explorers that comes into the deck and is able to be played out early. Although its stats are too weak to efficiently fight for the board in the early-game, as mentioned previously, Priest's early game turns are usually quite passive anyway, which means they have time to develop this slow card. Due to the incredible quality of Deathrattle cards on average, you will be offered a very strong card with remarkable consistency. Sylvanas Windrunner and Cairne Bloodhoof are two of the highest value cards you can grab, but these are generally options for grindy control matchups. Against Aggro you will often be looking for a Harvest Golem to fill out your curve, or an Abomination to deal with their board. The added benefit of Museum Curator in this deck is that it picks up additional minions for your N'Zoth, the Corruptor to resummon. Through this method, you do not have to fit too many additional Deathrattles in order to get guaranteed value and can focus on more solid and consistent choices.

Once you have some board presence, you will look to compound an advantage by making efficient trades and healing your minions. This will create 2-for-1 scenarios and generate card advantage for you, which will be of huge significance in the later turns. If you combine this healing strategy with a Northshire Cleric, the game can quickly spiral out of control in your favour.

On the other hand, if you fall too far behind on board you have powerful options to clear the board. Excavated Evil is a great card against aggressive decks since not only is it an effective board clear, it also puts a dead draw into their deck which can disrupt their aggression. If this is still not enough, you can combine Circle of Healing with Auchenai Soulpriest to deal four points of AoE damage to the board, or use Lightbomb for a powerful board nuke. Lightbomb is your last resort in a lot of matchups and you should try and set it up over multiple turns if necessary. In particular, if you have Deathlords in your hand, you should aim to play them first, causing an additional minion to be pulled from the opponent's deck to get caught in your eventual Lightbomb.

After using all these tools to reach the late-game, Priest really starts to take over. You have some of the most powerful late-game plays in the game available to you in the form of Cabal Shadow Priest and Entomb. Entomb is also a crucial card that allows you to deal efficiently with cards like Ysera, Sylvanas Windrunner, and Tirion Fordring that Priest often struggles with. Furthermore, you then place that high value threat in your own deck, allowing you to draw it later and use it as a win condition of your own. This can also be extremely disruptive to opposing N'Zoth decks who do not then have that Deathrattle card that you dealt with in their graveyard.

Combine this further with the sustainability that Flash Heal and your Hero Power brings, both to your minions and your life total, plus your ability to cheaply deal with your opponent's late game minions with Shadow Word: Death, and you should be able to maintain at least a relatively even game until the later turns. Once you reach the late-game, N'Zoth can come into play to potentially seal the game. Be sure to play around the few cards that can deal with such a board state like Brawl and Twisting Nether as these can make short work of your board that you are relying on to be a win-condition for you.

3.1. Synergies & Combinations

Priest is a very combo heavy deck and as such, learning the interactions between your cards is key to playing the class successfully.

Northshire Cleric in combination with Circle of Healing can be used to draw multiple cards in 1 turn. This is a particularly powerful combination if used immediately after a Wild Pyromancer combo.

Auchenai Soulpriest and Circle of Healing turns your Circle of Healing into a 4 damage global AoE. While not always useful when you have minions on board, it is one of the best catch-up mechanisms in the game.

3.2. Mulligans & Matchup Specific Strategies

You will generally mulligan for your early minions such as Zombie Chow, Museum Curator and Deathlord. If you have these cards already, additional keeps such as Power Word: Shield or Northshire Cleric are appropriate.

Against Aggro, Zombie Chow and Northshire Cleric are high priority keeps since they trade extremely favourably against the 1 health minions that are common in such decks. You can also keep important like the Auchenai Soulpriest plus Circle of Healing combo so you have access to them when you need them. Since Priest is so well equipped to stabilise in the late-game, you can often afford to play from behind for a few turns if you are able to clear the board in an efficient manner later. Against Shaman specifically, you can also consider keeping a Shadow Word: Death to deal with the early threat of Flamewreathed Faceless.

Against Control, you should mulligan more aggressively for minions to play. Northshire Cleric is not essential, since Control decks will usually have an answer to it early, so you will usually hold it until you can gain value from it anyway, even if it is in your opening hand. Outside of this, your regular early game spells and Power Word: Shield are you other priorities. Most games against heavy Control decks will end in a fatigue battle, but this is a position you are heavily favoured to win. Since you have the ability to play 4 Deathlords over the course of the game using N'Zoth, you can pull 4 cards out of their deck. On top of this, your 2 copies of Entomb will put 2 extra cards into your deck, giving you a 6 card advantage in fatigue.

3.3. Card Swaps

One Shifting Shade can be removed from the deck to make room for Justicar Trueheart. This will increase your winrate against Aggro decks.

The Velen's Chosen in the deck is a flexible spot and can be exchanged for a tech card like Harrison Jones, Doomsayer, Wild Pyromancer or Kezan Mystic/Eater of Secrets.

4. ChangeLog

  • 22 Jun. 2016: Removed 2 x Shadow Word: Pain, 2 x Wild Pyromancer, 1 x Shadow Word: Death for 1 x Entomb, 1 x Lightbomb, 2 x Excavated Evil, 1 x Velen's Chosen
  • 12 Jun. 2016: Deck added.
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