Damien

Control Priest Standard

Sign in to follow this  

27 posts in this topic

This thread is for comments about our Legendary Priest Control Standard deck.

Share this post


Link to post
Share on other sites

Is Harrison replacable with Acidic Swamp Ooze?

Yes, but the quality of the deck will be lower, since you get a smaller body and won't have the draw.

Share this post


Link to post
Share on other sites

Is one Cabal Shadow Priest enough, since I only got 1? And if so, with what would I be able to replace it with?

Share this post


Link to post
Share on other sites

And is justicar 100% necessary? Don't really want to craft a card that goes out of standard next year.

Justicar is one of the most versatile legendaries right now, definitely worth crafting. I might not craft it if it was going out of standard in a month or two, but 12?  Absolutely.

Share this post


Link to post
Share on other sites

is there any card that replaces Harrison Jones? How about an Azure Drake?

 

Acidic Swamp Ooze

Is one Cabal Shadow Priest enough, since I only got 1? And if so, with what would I be able to replace it with?

Yes, one is enough, though try to save dust for a second copy of her. In the meantime, try Azure Drake. 

Share this post


Link to post
Share on other sites

What would be good replacements for sylvanas and justicar?

Ysera against control or Shifting Shade against aggro, and second Curator. You could also try Azure Drake, but that can be risky with Excavated Evil.

Share this post


Link to post
Share on other sites
11 hours ago, Guest Sequenza said:

How do i play against zoo with this deck?

You can mulligan for a Circle of Healing and Auchenai Soulpriest and use the combo on turn 4 to clear the board. If you don't have both of those, try to stay alive until turn 5, then use Excavated Evil. Another alternative is to add a Shadow Madness into your deck.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, bzzzt said:

You can mulligan for a Circle of Healing and Auchenai Soulpriest and use the combo on turn 4 to clear the board. If you don't have both of those, try to stay alive until turn 5, then use Excavated Evil. Another alternative is to add a Shadow Madness into your deck.

I play Zoo a lot and my biggest fear when playing against this priest deck is Turn 3 Wild Pyromancer + The Coin + Power Word: Shield. Wild Pyromancer is super effective against Zoo.

Share this post


Link to post
Share on other sites
20 hours ago, alexshiro said:

Why the Acolyte of Pain? Wouldn't another Museum Curator be better?

Allows you to dig more for Golden Monkey and allows you to find more combo parts.

Share this post


Link to post
Share on other sites

Having Elise instead of Nzoth as your finishing gameplan fascilates the need for simple card advantage over possible deathrattle value. Acolyte of Pain has incredible synergies with Priest in general and Wild Pyromancer in particular. Especially since you eschew Northshire Cleric as a draw engine, he is a very important part of the deck. Surprised to see only one copy, actually.

Share this post


Link to post
Share on other sites

Hello, i have all cards here except Cabal Shadow Priest , Harrison Jones and Sylvanas. İ have 1600 crafting dust. Which one should i buy and which cards i can replace the others? 

Share this post


Link to post
Share on other sites
2 hours ago, HolySinner said:

Hello, i have all cards here except Cabal Shadow Priest , Harrison Jones and Sylvanas. İ have 1600 crafting dust. Which one should i buy and which cards i can replace the others? 

Harrison Jones is a tech card and can be replaced by Acidic Swamp Ooze. Cabal Shadow Priest is very strong, but is priest only, and you should craft her only if our main class is priest. Sylvanas Windrunner is currently very popular and strong, and can be used in variety of decks for each class. Craft her if you plan to play multiple classes. So, craft Sylvanas Windrunner or Cabal Shadow Priest, add Acidic Swamp Ooze and a second Museum Curator.

Share this post


Link to post
Share on other sites
2 hours ago, positiv2 said:

Harrison Jones is a tech card and can be replaced by Acidic Swamp Ooze. Cabal Shadow Priest is very strong, but is priest only, and you should craft her only if our main class is priest. Sylvanas Windrunner is currently very popular and strong, and can be used in variety of decks for each class. Craft her if you plan to play multiple classes. So, craft Sylvanas Windrunner or Cabal Shadow Priest, add Acidic Swamp Ooze and a second Museum Curator.

Thanks. İ'll craft Sylvanas after i try to craft Cabal Shadow Priest. How can i get craft dust and is Rafaam good in this deck? And why Museum Curator? İts not a deathrattle deck. And is injured blade master good and last question why acolyte of pain? And can i replace acolyte of pain by doomsayer and another cabal by ressurect?

Edited by HolySinner

Share this post


Link to post
Share on other sites
7 minutes ago, HolySinner said:

Thanks. İ'll craft Sylvanas after i try to craft Cabal Shadow Priest. How can i get craft dust and is Rafaam good in this deck? And why Museum Curator? İts not a deathrattle deck. And is injured blade master good and last question why acolyte of pain? And can i replace acolyte of pain by doomsayer and another cabal by ressurect?

You get dust by disenchanting (preferably useless) cards.
Arch-Thief Rafaam isn't that good in the deck as it runs Elise Starseeker as the main win condition.
You don't need deathrattle synergy to gain advantage of the deathrattle (that's why this deck runs Sylvanas Windrunner).
Yes, when you combo him with Flash Heal or Circle of Healing, you gain massive advantage by having turn on 3 or 4 a 4/7.
Acolyte of Pain has synergy with Power Word: Shield, possibly Auchenai Soulpriest, generally with your hero power, and mainly with Wild Pyromancer.
Yes, you can replace Acolyte of Pain by Doomsayer if you face a lot of aggro. I do not recommend swapping Resurrect and Cabal Shadow Priest as you would get lower value. You run too many small minions, and if you want to include Doomsayer, Resurrect can even lose you the game.

Share this post


Link to post
Share on other sites
23 hours ago, positiv2 said:

You get dust by disenchanting (preferably useless) cards.
Arch-Thief Rafaam isn't that good in the deck as it runs Elise Starseeker as the main win condition.
You don't need deathrattle synergy to gain advantage of the deathrattle (that's why this deck runs Sylvanas Windrunner).
Yes, when you combo him with Flash Heal or Circle of Healing, you gain massive advantage by having turn on 3 or 4 a 4/7.
Acolyte of Pain has synergy with Power Word: Shield, possibly Auchenai Soulpriest, generally with your hero power, and mainly with Wild Pyromancer.
Yes, you can replace Acolyte of Pain by Doomsayer if you face a lot of aggro. I do not recommend swapping Resurrect and Cabal Shadow Priest as you would get lower value. You run too many small minions, and if you want to include Doomsayer, Resurrect can even lose you the game.

Thank you so much. İ'll replace Harrison Jones by Swamp Ooze and Cabal by Doomsayers. İ have last question. Which one more important? Cabal or Harrison Jones. Which one should i craft first?

Share this post


Link to post
Share on other sites
4 hours ago, Guest Dest said:

This is just too weak. 30% winrate after 30 games

Priest as whole is very weak in current meta, and it will stay this way for some time because Karazhan showed no good (class) cards for priest. Playing priest in standard is simply ill-advised.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina
      Dean "Iksar" Ayala was active on Reddit yesterday commenting on the purpose and the design philosophy behind the Basic and Classic sets as well as the reasoning behind nerfs on cards from these sets.
      The Lead Balance Designer explained that the Basic and Classic sets' purpose is to introduce players to the game's mechanics and the fantasies behind each class. Since these sets are always around, powerful cards in them can be frustrating and cause negativity. For example, Wild Growth and Nourish were under the scope for a nerf for a long time. That doesn't mean all Basic and Classic cards have to be weak; some of them, like Fireball, Al'Akir the Windlord, Frothing Berserker and Tirion Fordring, are powerful, they show off class fantasy well enough and are safe from any changes (for now!).
      Card nerfs aren't meant to just solve short-term problems. For example, the Fiery War Axe nerf made it possible for other Warrior weapons to see play. It's true that nerfing cards from the Classic and Basic cards makes players feel obligated to invest their gold or real money on newly released sets. The team has tried to offset this with more seasonal events, as well as the reworked new player experience, which all give packs to players.
      IksarHS
      Ideally the basic and classic set show off the kinds of mechanics each class is about without having too many cards that show up in all possible class archetypes. Basic is important to us because it serves as a set of cards players can use to learn about the game before they choose whether or not to make an investment of their time or money. Classic is important to us because it serves as the secondary jump-off point where you learn the baseline for what each of the individual classes is about along with some of our core mechanics like Battlecry or Deathrattle. From a gameplay perspective, having these sets around forever usually only leads to negativity when the cards are so powerful they show up in every deck in every expansion, making the strategies players use feel more stale than they would otherwise. We've been trying to change some of these power outliers over time, but only when making that change might also be positive for the live game environment. Wild Growth and Nourish were good examples of cards we had thought about changing for some time, so when we arrived in a meta where Druid had been very powerful and popular for a long time, it felt like a good time for those changes. We'd like to continue making these types of changes, as we believe the game will be in a better position to meet the player expectation that the game is new and fresh from expansion to expansion.
      We nerf basic/classic cards that are too powerful instead of rotating them when they hit on class fantasy but at too high of a power level. Ramping mana is a strong identifier for what Druid should be about, so it made more sense to us to have some of the simplest forms of mana ramp exist in the base set to teach players what Druids can be about. It also makes more sense to have those cards be medium power level because if we identify mana ramp as an identity for Druids, it would be nice to be able to make some mana ramp cards from time to time without having to create cards even more powerful than two of the (arguably) most powerful cards in the game. Of course, this doesn't mean all basic and classic cards have to be weak. Generally the cards we target for change are ones that exist in every archetype. Cards like Al'Akir, Frothing, Fireball, or Tirion are probably safe. They are powerful and do an awesome job at selling the class fantasy for the class they represent. They also have some weaknesses and you can imagine an archetype within their class that might not play them. This is a pretty good place to be in. (source)

      I probably should have included this in the first post. It's true that reducing the amount of auto-include cards in the base set makes cards from expansions more important if the goal is to be able to create every powerful deck. This is something that's more healthy to solve with things like gold injection events like fire festival, increasing the gold on the average quest, or having a new player experience that awards 20+ packs. We keep a close eye on the the kind of investment it takes (time or currency) to obtain a deck archetype that is fun and powerful. The end goal is to make that a painless experience and there is more than one way to go about that. Having a wide variety of forever cards that are so high power level they are included in most decks is one way to go about it, I just don't think it's the right one.  (source)

      The main point I think is important to get across here is that we don't ever change basic and classic cards just to solve short-term problems. Warrior was fairly powerful at the time we changed FWA which I think makes the change more palatable. If we truly thought that Warrior was better served in the long-term by have FWA as a (2) mana card, then we certainly would have tried to change expansion level cards rather than something in the classic set. Cards like Sul'thraze, Supercollider, Woodcutter's Axe, and Bloodrazer have all had a little more room to breathe and make Warrior feel different expansion to expansion as a result of the FWA change, which was part of the goal. (source)
    • By Zadina
      Many players - initially from Korea, but then from all regions - have received a survey about Hearthstone and the latest expansions. One of the questions of the survey asks players how likely they would be to to play the card game within the next 30 days, if there were no Blizzard sponsored tournaments.
      The question has made a lot of people nervous, given that Heroes of the Storm esports were recently axed and the game will go in maintenance mode in the near future. The climate is already heavy with the latest WoW expansion not being received that greatly and all the rumours about Activision meddling into Blizzard. The recent news about two Activision Blizzards CFOs leaving the company and Bungie (the developer of Destiny 2) jumping ship from Activision only managed to spark the rumours that things aren't going that well for Blizzard. Hearthstone also saw its game director and public face, Ben Brode, leave this year - along with other notable Hearthstone devs.
      Significant changed to the structure of the Hearthstone Championship Tour were announced less than two months ago, so Hearthstone esports have a future for 2019 at least. Of course, the conspiracy lovers immediately pointed out that HotS devs promised that HGC would continue in 2019, only to announce its cancellation less than a month afterwards.

      The full survey was shared on Reddit by u/HelixFossil89.
      It is important to put this matter into perspective without panicking. First of all, this was a single question in a 35-question survey about the game in general and Rastakhan's Rumble in particular. The conductors of the survey obviously want to get the general opinion of their playerbase on major issues. Just because they asked this particular question, it doesn't necessarily mean they are considering axing Hearthstone esports.
      Second, there is no indication that Hearthstone isn't doing well. Sure, it may have lost some players but it probably still is Blizzard's second best earner. Its competition has definitely not managed to thwart it and the latest balance changes - while they weren't exactly successful in creating a healthy meta - were received with excitement and positivity by most of the community.
      On the other hand, Blizzard has spent quite a lot of money on the Hearthstone professional scene and perhaps there is a limit of how much they can keep throwing at it. There is also the matter that even though Hearthstone has been successful as an esport, it has managed that without being taken totally seriously - even by its own players. The 2019 plans also seem a bit vague-ish, although it should be noted that the January qualifiers are well underway.
    • By Zadina
      This brand new Tavern Brawl challenges you to build a deck with cards from 2 Wild expansions and 2 Standard ones.
      Specifically, you will need to construct a deck using only cards from Goblins vs Gnomes, The Grand Tournament, The Witchwood and The Boomsday Project. We remind you that this month is dedicated to Wild mode with a new Wild Bundle and thematic Tavern Brawls being available.
      Newer players or players that don't have a lot of Wild cards in their collection can pick a Class and a single card and the game will autofill a deck for them with cards they don't have!
      If you don't have cards from GvG and TGT, but still want to make your own deck, Baku the Mooneater and/or Genn Greymane are your best bets. Odd Rogue and Odd Paladin are performing well and Even Shaman is also a decent choice.
      If you have all the cards needed, then it's a great opportunity to show off your Mech power. Mech Hunter and Mech Paladin are absolute beasts, with the Mechs from GvG and The Boomsday Project synergising perfectly.
      This is a very interesting Tavern Brawl, since it creates a whole new meta on its own and it satisfies the players who are asking for yearly/monthly rotations with a specific amount of random sets from all of Hearthstone's history. Sometimes, Tavern Brawls foreshadow future games modes so perhaps this is a small hint on something different being worked on!
    • By Starym
      Here comes another update, once again focusing on Arena balance as classes get the appearance rates of cards tweaked so everyone has a comparable win rate. We're seeing Hunters, Rogues and Warriors getting their rates nerfed, while Druids, Mages, Paladins, Shamans and Warlocks get theirs buffed. This is coming after the more comprehensive update last month that saw some bigger Arena changes, including the removal of Mind Control Tech.

      We're also getting changes to Rumble Run in this update, featuring better synergy for your shrine with new cards picked, boss deck adjustments and the ability to re-pick the shrine you lost with. Check out the full details below:
      January 10 (source)
      This Hearthstone update mixes Rumble Run up for a refreshing new change, while also bringing in some updates to Arena buckets together with the cessation of December 2018’s dust refund. Read on for details!
      Arena Updates
      Following our Arena update last December, we have adjusted the appearance rate of each individual card available in Arena to ensure the overall win-rate of each class remains as close as possible to our ideal of 50%.
      Hunter, Rogue, and Warrior have had the average quality of their Arena picks lowered. Druid, Mage, Paladin, Priest, Shaman, and Warlock have had the average quality of their Arena picks raised. December Update
      The dust refunds that were available following our last update in December 2018 are no longer available as of this post.
      Rumble Run Changes
      Champions, rumblers, and trolls of all sizes! We’ve watched you spend a month punching faces in the Rumble Run, and we think there’s room for some changes based on how things have gone. Here’s what’s new with the Rumble Run.
      Weighted Card Rewards We’ve increased the possibility of synergistic cards for your shrine appearing more often. One of our primary goals with this mode was to showcase the nine troll champions and have you really get to know them. We wanted you to “live the dream” of fighting in the Gurubashi Arena, and to do so, we had to make sure that each Run had its own strong theme. Adjusting the card bucket offerings for decks and re-adding bonus buckets will help strengthen that experience.
      Boss Deck Adjustments One of our design goals with the Rumble Run was to provide huge, overpowered combat. Balancing at such a high power level is a challenge. When it works, it works great. You get epic, monumental combat against overwhelming odds. But when it doesn’t work, it feels random and swingy – like when the AI pulls an overwhelming combo. And since no one likes being repeatedly hit in the face with a club, we’ve pruned some of the power from the boss decks so that your Runs will play out more moderately. We have a lot of data about which bosses have the biggest body counts, and we’ve used that to target the worst offenders. Rumble Runs are now a little easier, but more importantly, they’ll feel a little more fair.
      Shrine Selection Changes In early builds of the Rumble Run, we allowed players to pick a class and shrine before playing. What we found was that playtesters immediately picked their favorite class, gravitated to a certain shrine, and played that shrine repeatedly.
      We had wanted to encourage players to try different shrines, especially to experiment with stuff they normally wouldn’t, so we put the current random shrine drafting in place. While that helped achieve our initial goal, it removed that feeling of mastery – the ability to choose a shrine and play with it until you feel you’ve mastered it or exhausted its possibilities.
      So we want to bring that back. With this update, whenever you lose, you can expect to always be offered the shrine you just lost with. The shrine that the boss used to beat you in your last run will also be offered, per the status quo.
      Some Final Rumble Ruminations
      We always prefer to experiment, try extreme ideas, and get feedback rather than play it safe. In true troll fashion, we went big with the Rumble Run and tried some different ideas to give this expansion a unique feel and to capture the thrill of stepping into an arena against known opponents for some superpowered brutality. It’s wallop or be walloped in there, for better or for worse.
      One of the things we experimented with—and heard great feedback on—was about the earlier pack rewards for the Rumble Run. Previous Hearthstone missions awarded packs via quests for completing content. For The Boomsday Project, we gave packs out without a quest to celebrate the launch of the expansion’s missions. This time around, we front-loaded the rewards and gave players three extra packs on launch day instead of during the Rumble Run. We felt that packs might be more interesting to people during the initial weeks of the expansion.
      As many of you have pointed out, this decision just made the missions feel especially un-rewarding. It’s always more gratifying to earn packs by competing a quest, rather than just being given them. To this end, we’re adding the new quest described above, and going forward, we’ll keep this feedback in mind for the launch of new single-player content.
      We had a ton of fun making mode and really appreciate the time that many of you took to write out thoughtful feedback. Everything we learn helps make future content better.
      And now, it’s back to the Rumble Run!
    • By positiv2
      This thread is for comments about our Imperius guide.