Damien

[Archived] S7 Hearthstone Legendary Priest Control Deck

Sign in to follow this  

16 posts in this topic

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

Share this post


Link to post
Share on other sites

Yeah, wow. What a shitty deck. You have you to be extremely lucky to actually draw all the cards you need to play that taunt combo. Then not to mention my opponent can usually just bring down my wall in just a few turns before I can actually do anything else because of how high cost my cards are. Waste of arcane dust if you ask me. Was doing better with the mid budget hunter aggro deck.

Share this post


Link to post
Share on other sites

Poyo,

 

I appreciate you fixing some of these Hearthstone decks, However, This one is broken. Please go back to the drawing board and take a look at this one.  Thanks

 

Share this post


Link to post
Share on other sites

This deck was initially designed for the meta game that was full of druids and other mid-range / control decks and it performed pretty well, however lately the meta game is extremely aggressive and priest simply doesn't work well in an aggressive environment.

After I've read your comments, I decided to go play and see what could potentially be improved. The deck performed really well as I started with a nice 4:0 win streak, playing against 2 shamans, 1 clueless warrior and a druid, however my odds rapidly changed once I started meeting hunters and other aggressive decks. I dropped below 50% win ratio after 12 games and decided to tech the priest to suit the meta game better and to give you guys a better priest deck.

This is what I've come up with:

2x Circle of Healing
2x Power Word: Shield
1x Shadow Word: Pain 
2x Acidic Swamp Ooze
2x Sunfury Protector
2x Wild Pyromancer
2x Shadow Word: Death
2x Injured Blademaster
1x Shadow Madness

2x Auchenai Shadowpriest

2x Sen'jin Shieldmasta
2x Holy Nova
1x Faceless Manipulator
1x Holy FIre
1x Ragnaros
1x Ysera

The deck started performing really well and I managed to bump my win ratio back - went 15:7 with this version. This deck lost majority of the "taunt" combo, which makes this deck similar to the other version of our legend priest deck and we will most likely be removing one unless I come up with something better in the next few days.

If any of you guys will be trying the decklist that I've posted, let me know how it goes for you and we will update the deck based on the feedback you guys provide.

Thanks,
Regards,
Poyo

 

 

 

  • Like 3

Share this post


Link to post
Share on other sites

What a great answer to some quite unfriendly posts. I applaud your diplomacy as well as your deck building; great job, Poyo!

  • Like 2

Share this post


Link to post
Share on other sites

Poyo,

 

Thanks for the input. I wasn't meaning to be rude if thats how it came off. I'm very appreciative of the work and information you do here on icy veins.  This deck is fairing much better.

Share this post


Link to post
Share on other sites

Im running the first version of the deck and i have to say it works still, haves a lot of ways to control the game , im right know in a 10/0 ranked winning streak since i made it (yesterday) , i dont know if later on it will get shitty but for me (currently in rank17) works. thanks Poyo (i will also try the other version later on)

Share this post


Link to post
Share on other sites

I dont have ysera or rags.  any advice on replacements?

i dont have rags  and i sort of replaced it with demolisher, and added a knife juggler, but it really cant compare to a rag, saving the dust for it.

Share this post


Link to post
Share on other sites

2x Circle of Healing

2x Power Word: Shield

1x Shadow Word: Pain 

2x Acidic Swamp Ooze

2x Sunfury Protector

2x Wild Pyromancer

2x Shadow Word: Death

2x Injured Blademaster

1x Shadow Madness

2x Auchenai Shadowpriest

2x Sen'jin Shieldmasta

2x Holy Nova

1x Faceless Manipulator

1x Holy FIre

1x Ragnaros

1x Ysera

 

i suppose  the missing 4 cards are gnomish inventor and  loot hoarder ? 

Share this post


Link to post
Share on other sites

i suppose  the missing 4 cards are gnomish inventor and  loot hoarder ? 

I am currently using 2x Ancient Watcher + 2x Silence, it works quite well

Share this post


Link to post
Share on other sites

I am using this with exception of substituting 1sunfury protector for defender if argus and 1 shadow word death for shadow word pain. The key for me is to wait until I am generating 4-5 mama before playing cards unless I need to do a quick take out. When I am willing to accept some upfront damage to ensure I have the correct card combos I am wining 4 out of 5. Thanks for the deck build

Share this post


Link to post
Share on other sites

I am using this with exception of substituting 1sunfury protector for defender if argus and 1 shadow word death for shadow word pain. The key for me is to wait until I am generating 4-5 mama before playing cards unless I need to do a quick take out. When I am willing to accept some upfront damage to ensure I have the correct card combos I am wining 4 out of 5. Thanks for the deck build

You are most welcome.

Share this post


Link to post
Share on other sites

"Useless Priest Control Deck" is a better name for this deck !

I played Hearthstone for a while and when i tryed this deck i was so disapointed ...

fighting against Hunters or other champions with low hp cards is good. But when you play against players with good builded decks this deck just looks so useless and you just try to outplay the game somehow or trick the enemy player. I found fighting against monsters like Chillwing Yeti, Sen'jin Shieldmasta, Oasis Snapjaw, Gurubashi Berserker, Archmage, Sunwalker and many others to be really annoying. This deck is for people who has the legendary cards. Without them its just pointless to use it. So if you already have a good priest deck and you don't have the legendary cards Ragnaros the Firelord and Ysera just don't go for that useless deck. In my opinion you don't need legendary priest control deck without the legendary cards and just don't waste your time to craft the cards ... Firstly craft the legendary ones and use it on your deck!

Share this post


Link to post
Share on other sites

"Useless Priest Control Deck" is a better name for this deck !

I played Hearthstone for a while and when i tryed this deck i was so disapointed ...

fighting against Hunters or other champions with low hp cards is good. But when you play against players with good builded decks this deck just looks so useless and you just try to outplay the game somehow or trick the enemy player. I found fighting against monsters like Chillwing Yeti, Sen'jin Shieldmasta, Oasis Snapjaw, Gurubashi Berserker, Archmage, Sunwalker and many others to be really annoying. This deck is for people who has the legendary cards. Without them its just pointless to use it. So if you already have a good priest deck and you don't have the legendary cards Ragnaros the Firelord and Ysera just don't go for that useless deck. In my opinion you don't need legendary priest control deck without the legendary cards and just don't waste your time to craft the cards ... Firstly craft the legendary ones and use it on your deck!

If you could provide us with a video of you playing that deck, we would be more than happy to help and point out what you did wrong. Criticising like this does not really help and calling minions "monsters" makes it hard to take you seriously.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco
      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina
      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.
    • By Aleco
      Get your games in with Cubelock and Even Paladin while you can! The upcoming balance patch will drop on the 22nd.
       
      Confirmed today on the official Hearthstone blog, the upcoming balance patch will go live on May 22nd.
      Though the nerfs had been announced several days ago, a timeline had previously not been provided for when the nerfs would go live. For those who have yet hear, the following cards will be receiving nerfs:
      Naga Sea Witch will have its Mana cost increased from 5 to 8 Mana Spiteful Summoner will have its Mana cost increased from 6 to 7 Mana Dark Pact will restore 4 Health instead of 8 health Possessed Lackey will have its Mana cost increased from 5 to 6 Mana Call to Arms will have its Mana cost increased from 4 to 5 Mana Crystal Core will turn minions into 4/4s instead of 5/5s