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[Archived] S7 Hearthstone Legendary Priest Control Deck

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This thread is for comments about our Legendary Priest Control Deck.

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Why Twilight Drake when you don't have potential to draw many cards?

 

You do not need a deck that draws a lot of cards to make good use of Twilight Drake. Usually, you play these on turns 4/5, while you have been holding on to your cards for the first 3 turns, and then you give them taunt with Sunfury Protectors or Defenders of Argus.

 

As a Priest, you play a pretty slow control game, so you end up holding a lot of cards in your hand all game long. This is especially true since a lot of your cards are answers to your opponent, so you can't just play them whenever.

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This deck is shit. You will get run over by EVERY fast deck you meet unless you draw exactly what you need to deal with, which you 9/10 times wont. I can't tell you how many times I have had ragnaros, mindcontrol and 2xcircle of healing/ancient watcher and not drawn a single card to give it taunt (which is the only way to make ancient watcher capable of anything since there is 0 silence in this deck, which is also shit btw)

 

The only way to survive a murloc rush/hunter/warrior/rogue is drawing an ancient watcher and sunfury protector before round 3 and all you have is still a 4/5 with taunt that cant attack at turn 3, that is bad. This deck is so combo heavy that if you don't draw exactly what you need at exactly the right time you will most likely die before you ever get to round 10 and if you make it that far be ready to have the most boring match you can imagine while you wait for your oppenent to run out of cards and kill himself (this is how I win about 50% of the matches I win with this deck)

 

Circle of healing - only useable with soulpriest or injured blade master.

 

Ancient Watcher - only useable with a monster that gives it taunt, still it cant attack and your oppenent will most likely just silence it and go over the top.

 

Sunfury Protector - good luck keeping board control so that this card is actually usefull past turn 3.

 

Big Game Hunter - useless card until around turn 7 and still VERY situational.

 

Injured Blademaster - without circle of healing this is basiclly a spell absorber, it will die instantly.

 

Tinkermaster Overspark - This card can do 2 things, it can get rid of one of your oppenents strong monsters (unless you can deal with a 5/5 afterwards dont use it) or buff one of ur weak minions (prefably a 1/1 so you don't lose anything if it becomes a squarrel) just too bad this deck doesnt have a 1/1 so half of this card use is useless in this deck, ur better of getting a Shadow word death.

 

Shadow Madness - I don't undestand why this card is even in here... This deck is so luck dependend that Mindgames is a MUCH better choice, then atleast you will get some free wins when you get a ragnaros or ysera out on turn 4.

 

Auchenai soulpriest - this is one of the few cards in this deck that can save you from getting destroyed by strong early game decks, if you are lucky enough to draw it with circle of healing that is, if not, it's useless.

 

Defender of Argus - Like Sunfury, you will rarely have the board control to actually get it's full effect

 

Twilight Drake - WAUW, talk about a bad card for this deck.... there are so many ways to stop this card. And this deck has 0 draw so unless your oppenent doesn't do anything for the first 3 turns this card will just die as soon as you play it, if you actually managed to draw it that early in the game, if you don't draw it with your start draw you will get something like 4/3 for 4 mana..... not worth it.

 

Holy Nova - a decent card, just a shame it is so nerfed with this deck. 5 mana cost for 2 aoe damage on ur oppenent is not nearly as cost effective as, lets say mage flamestrike, and it might aswell not heal your minions since that will so rarely happen because, again, you won't have board control.

 

Holy Fire - Half the games I play with this deck this is the card that keeps me in the game. You can't go wrong with this card. Though its effect is greatly diminished against early game decks, like every other card in this deck.... And again it can rarely messure up against similar cards like druids starfall.

 

Cabal Shadow Priest - Another card that is extremly situational. Really only usefull if your oppenent start sending out weak monsters late game or if you have board control, again, you won't have board control.

 

Sylvanas Windrunner - Without a Shadow Word Death your oppenent will simply run everything he has into it so you won't get its deathrattle or he will ignore it, or silence it, or spam low cost creatures so it's deathrattle is useless anyway.

 

The Black Knight - Again, situational, and again useless against early game decks and decks without strong taunt minions in it.

 

Ragnaros - Again this deck has so bad board control this card is likely to just die after it has dealt its first 8 damage which is just as likely to kill your oppenets 1/1 then his strong creatues or it will simply hit over the top in which case you just wasted 8 mana.

 

Mind Control - If you get to turn 10 AND have board control this card will secure your victory. 9 out of 10 times though, all this card do is sit in ur hand the entire game until you lose or slow down your deafeat.

 

With this deck you will lose about 70% of your games and the 30% you win won't be epic matches that will go down in history. It will be you facerolling your oppenent and winning with 30 hp left.... what fun. Trust me on this, if you play this deck, it won't be long before you uninstall hearthstone. Over the top decks are played so much atm that this deck is useless, so far I have yet to get past 18 in ranked with this deck.

 

@ Vlad - Wrong. You do need fast draw to make use of Twilight Drake. Sure, you can be lucky that you can get it out on turn 4/5 and at BEST you get a 4/9, now you can hope and pray you oppenent doesnt have a silence or any of the other countless card ppl run in their decks to deal with card with strong effects, polymorph, hex, excecute, Humility, rependence or equality, the list goes on.

And with this deck you won't have a lot of cards in your hand, you will be busy throwing everything you got in your oppenet face just to avoid getting killed by the 3 murlocs your oppenent summoned on his second turn.

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I use almost the same deck, but I only have Rag and Tink, not the other legendaries. But I cant progress further r14, no matter what. I usually lose to handlocks or rush rogue/hunters. whats the tip? I dont play  the cards mindlessly. and I dont have the feeling that I have a lot of bigdick units. If they shoot/hex/poly/whatever the Rag, the main killer is gone, the others are the 4/x cards...

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This deck is shit. You will get run over by EVERY fast deck you meet unless you draw exactly what you need to deal with, which you 9/10 times wont. I can't tell you how many times I have had ragnaros, mindcontrol and 2xcircle of healing/ancient watcher and not drawn a single card to give it taunt (which is the only way to make ancient watcher capable of anything since there is 0 silence in this deck, which is also shit btw)

 

The only way to survive a murloc rush/hunter/warrior/rogue is drawing an ancient watcher and sunfury protector before round 3 and all you have is still a 4/5 with taunt that cant attack at turn 3, that is bad. This deck is so combo heavy that if you don't draw exactly what you need at exactly the right time you will most likely die before you ever get to round 10 and if you make it that far be ready to have the most boring match you can imagine while you wait for your oppenent to run out of cards and kill himself (this is how I win about 50% of the matches I win with this deck)

 

Circle of healing - only useable with soulpriest or injured blade master.

 

Ancient Watcher - only useable with a monster that gives it taunt, still it cant attack and your oppenent will most likely just silence it and go over the top.

 

Sunfury Protector - good luck keeping board control so that this card is actually usefull past turn 3.

 

Big Game Hunter - useless card until around turn 7 and still VERY situational.

 

Injured Blademaster - without circle of healing this is basiclly a spell absorber, it will die instantly.

 

Tinkermaster Overspark - This card can do 2 things, it can get rid of one of your oppenents strong monsters (unless you can deal with a 5/5 afterwards dont use it) or buff one of ur weak minions (prefably a 1/1 so you don't lose anything if it becomes a squarrel) just too bad this deck doesnt have a 1/1 so half of this card use is useless in this deck, ur better of getting a Shadow word death.

 

Shadow Madness - I don't undestand why this card is even in here... This deck is so luck dependend that Mindgames is a MUCH better choice, then atleast you will get some free wins when you get a ragnaros or ysera out on turn 4.

 

Auchenai soulpriest - this is one of the few cards in this deck that can save you from getting destroyed by strong early game decks, if you are lucky enough to draw it with circle of healing that is, if not, it's useless.

 

Defender of Argus - Like Sunfury, you will rarely have the board control to actually get it's full effect

 

Twilight Drake - WAUW, talk about a bad card for this deck.... there are so many ways to stop this card. And this deck has 0 draw so unless your oppenent doesn't do anything for the first 3 turns this card will just die as soon as you play it, if you actually managed to draw it that early in the game, if you don't draw it with your start draw you will get something like 4/3 for 4 mana..... not worth it.

 

Holy Nova - a decent card, just a shame it is so nerfed with this deck. 5 mana cost for 2 aoe damage on ur oppenent is not nearly as cost effective as, lets say mage flamestrike, and it might aswell not heal your minions since that will so rarely happen because, again, you won't have board control.

 

Holy Fire - Half the games I play with this deck this is the card that keeps me in the game. You can't go wrong with this card. Though its effect is greatly diminished against early game decks, like every other card in this deck.... And again it can rarely messure up against similar cards like druids starfall.

 

Cabal Shadow Priest - Another card that is extremly situational. Really only usefull if your oppenent start sending out weak monsters late game or if you have board control, again, you won't have board control.

 

Sylvanas Windrunner - Without a Shadow Word Death your oppenent will simply run everything he has into it so you won't get its deathrattle or he will ignore it, or silence it, or spam low cost creatures so it's deathrattle is useless anyway.

 

The Black Knight - Again, situational, and again useless against early game decks and decks without strong taunt minions in it.

 

Ragnaros - Again this deck has so bad board control this card is likely to just die after it has dealt its first 8 damage which is just as likely to kill your oppenets 1/1 then his strong creatues or it will simply hit over the top in which case you just wasted 8 mana.

 

Mind Control - If you get to turn 10 AND have board control this card will secure your victory. 9 out of 10 times though, all this card do is sit in ur hand the entire game until you lose or slow down your deafeat.

 

With this deck you will lose about 70% of your games and the 30% you win won't be epic matches that will go down in history. It will be you facerolling your oppenent and winning with 30 hp left.... what fun. Trust me on this, if you play this deck, it won't be long before you uninstall hearthstone. Over the top decks are played so much atm that this deck is useless, so far I have yet to get past 18 in ranked with this deck.

 

@ Vlad - Wrong. You do need fast draw to make use of Twilight Drake. Sure, you can be lucky that you can get it out on turn 4/5 and at BEST you get a 4/9, now you can hope and pray you oppenent doesnt have a silence or any of the other countless card ppl run in their decks to deal with card with strong effects, polymorph, hex, excecute, Humility, rependence or equality, the list goes on.

And with this deck you won't have a lot of cards in your hand, you will be busy throwing everything you got in your oppenet face just to avoid getting killed by the 3 murlocs your oppenent summoned on his second turn.

 

There is so much wrong in this post.

 

You are simply going through all the cards, mentioning situations in which they are not ideal, and then deciding that the cards are bad. That's not how it works.

 

Ancient Watcher: yes, it can't attack. But you make it sound like getting a Sunfury Protector or Defender of Argus in your hand (you have 4!) is difficult. It's not. Also, if the opponent silences the Ancient Watcher to "go over the top", your Ancient Watcher can then attack. Surprise! It's a very good card, and it is actually excellent specifically against the rush decks you are complaining about.

 

Auchenai Soulpriest is most efficient if paired with Circle of Healing, true. But even when not, it's still a 3/5 for 4, which is good value. Not to mention that starting from turn 6, it allows you to do also pair it with a Hero Power for 2 damage, which can be extremely helpful. It's a good card that's hard for your opponent to remove in a single turn.

 

Big Game Hunter is indeed a situational card to be used late in the game. What's your point? Is the meta-game such that there aren't any 7-attack or higher minions around? Then remove it from the deck. But chances are that there is a Ragnaros in the opponent's deck, so save BGH for that.

 

Injured Blademaster, even without Cricle of Healing, is a 4/3 for 3. And that's pretty darn good value. You can even heal it with your own Hero Power. I'm not sure what a "spell absorber" is.

 

Shadow Madness is an amazing card. It's not at all random (unlike Mindgames, which is pretty dire). In most situations it will end up being a 2-for-1 or better. Also helps you deal nicely with rush decks.

 

Say what you will about the Twilight Drake, you do not need drawing power to use it. You just don't. You use the Drake either on turn 4, if you have it in your hand by then, in which case it is an amazing 4/9, or you use it when you draw it, in which case, unless you're totally out of cards, it's still probably a 4/4 or 4/5, which is nice. It can be silenced. Ok, so what? Are you now saying that any card that can be silenced or hexed, or Polymorphed, or Equalitied is bad and should not be used? That argument makes zero sense.

 

I do not understand your complaints regarding Holy Nova.

 

Actually, you know what, I can't even continue replying to this because I don't think you really understand what you're saying. It sounds to me like you are keeping the wrong cards in your hand at the start of the game. It also sounds like you're trying to fit every card into the same mold. Some cards are situational, which means you save them for the respective situation, not just use them whenever you want and then complain that they don't work.

 

 

I use almost the same deck, but I only have Rag and Tink, not the other legendaries. But I cant progress further r14, no matter what. I usually lose to handlocks or rush rogue/hunters. whats the tip? I dont play  the cards mindlessly. and I dont have the feeling that I have a lot of bigdick units. If they shoot/hex/poly/whatever the Rag, the main killer is gone, the others are the 4/x cards...

 

Priests are not in a very good place in the meta-game right now, since they're typically oriented towards slow play and the meta-game is very aggressive.

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While I don't think the iteration above is that great for a couple reasons, I have been running with a version that I adapted, replacing a few cards for some card draw to synchronize better with the deck. 

 

When you combo the card draw from the priests with the healing used on the taunted blademasters, watchers, and drakes, you can build your deck fast. The addition of Thoughsteal and Mindgames add some RNG that generally helps quite a bit, especially to throw your opponent off. Also, I replaced BGH with SW:D because I feel the >5 threshold is a bit more useful. This version has a little more flexibility in the early game, while depending upon rag, mc, and ysera to close out. 

 

See deck in sig

 

 


 

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This deck isn't overly helpful - I built this up, and every opponent rolled over me so fast, as over most cards cost 4 and above... I am constantly left with 4,5,6 cards for the first 4-5 rounds (obviously).

 

I would suggest editing in some more low level cards if you want to use this.

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      Despite a massive drop in the playrate of Pirate Warrior, Patches the Pirate and Southsea Captain are enjoying all-time highs in terms of deck representation. Half of the top ten decks on the Reaper report run Patches, while the top deck in the format (Tempo Rogue) is running up to nine Pirates! As much as I would love to suggest a sexier tech card, the prevalence of pirates in the present patch make Golakka Crawler the tech of the week. I’d currently recommend cramming two copies of the crab into control or midrange deck with the flex spots to support it.
      Budget Beater #1 - Midrange Hunter
      2x Alleycat 2x Tracking 2x Crackling Razormaw 2x Golakka Crawler 2x Scavenging Hyena 2x Animal Companion 1x Deadly Shot 2x Eaglehorn Bow 2x Kill Command 2x Stitched Tracker 2x Unleash the Hounds 2x Houndmaster 2x Infested Wolf 1x Tundra Rhino 2x Savannah Highmane 2x Bonemare The time of the Hunter is upon us! One of the weakest classes in Journey to Un’Goro, Hunter has emerged as an effective choice in the current meta for all the same reasons that Zoo Warlock has. Midrange Hunter has some terrible aggro matchups, but it’s sticky creatures are problematic for nearly all of the top control decks in the format. This extremely budget-friendly deck is currently capable of carrying skilled or experienced Hunter pilots all the way to Legend, just be wary of aggro-heavy local metagames during your climb.
      Budget Beater #2 - Secret Mage
      Note: Requires One Night in Karazhan and 4 Epics.
      2x Mana Wyrm 2x Arcanologist 2x Frostbolt 2x Medivh's Valet 2x Primordial Glyph 2x Sorcerer's Apprentice 2x Arcane Intellect 2x Counterspell 2x Kirin Tor Mage 2x Mirror Entity 2x Fireball 2x Bittertide Hydra 2x Kabal Crystal Runner 2x Bonemare 2x Firelands Portal I’m including a second budget beater this week because Midrange Hunter decks are so commonly recommended as budget options. Secret Mage is a very well positioned deck in the current meta and a deck I played heavily during my own climb to Legend last month. It quietly boasts a better overall winrate than Highlander Priest despite having some of the most polarizing matchups in the entire game. It performs horribly against most of the current aggro decks while completely running over all of the popular control decks. The thing I love most about Secret Mage is that it’s fairly skill intensive. It takes a ton of thought to pilot the deck to it’s maximum potential, which is a bag part of what makes the deck such a blast to play.
       
      Conclusion
      The Hearthstone metagame is as healthy as it's been since the last rotation, and it's a great time to jump back on the competitive ladder if you previously scared off by the brief age of DruidStone. Fans of every single class have at least one solid deck for climbing the ladder, and no individual deck feels as though it's power level is beyond reproach.
      Good luck out there, and I'll see you all next time!
      - Aleco
    • By Zadina

      The big patch we were all expecting is finally live! It contains the removal of arena synergies, the new game mechanics update and the Hallow's End seasonal event.
      Firsly, the patch includes the changes to the sequence of triggers, which we have covered extensively in a separate article. A notable change is the removal of Arena synergy picks. That's not all, though: Vicious Fledgling will no longer appear in Arena, while appearance rate adjustments have been made to some cards.
      The patch also brings Nemsy Necrofizzle, the new Warlock hero, to the Hearthstone client. She is already available from October 17 and we will cover more about her in a next article!
      The October 2017 (Unholy Horror Knights) and November 2017 (Gone Fishing) Ranked Play Season card backs have been added to the client and you can view them below:

      The more exciting part of this patch is Hallow's End! This seasonal event will run for two weeks, from October 24 until November 6. According to Hearthpwn, during its first week we will get a free Whispers of the Old Gods pack and an Arena ticket. During its second week, we will get a free Knights of the Frozen Throne and an Arena ticket.
      The main hero portraits will have unique costumes (make sure to check them out on the Hearthpwn article linked above).  There will be a special Tavern Brawl with unique cards on the week of October 24. Moreover, during Hallow's End the Arena will have a dual class mode. You will choose a hero and then you will choose a hero power from a second hero. Then, you will be able to draft class cards from both heroes, as well as neutral cards. Bear in mind that any Arena run you have in progress will be automatically retired on October 24. You will receive rewards based on the number of your wins and a free Arena ticket.
      Lastly, Patch 9.2 contains various bug fixes. You can read the patch notes here.