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Combo Dragon Priest Deck

Last updated on Aug 13, 2017 at 01:11 by Pesty 9 comments

Table of Contents

This is a Dragon Priest deck in its new form after the Standard card rotation at the beginning of the Year of the Mammoth. Despite losing the Dragon core of the deck, the most powerful cards such as Drakonid Operative were retained.

This version of deck a takes advantage of the natural high Health of the Dragons in the deck by utilising the infamous Divine Spirit and Inner Fire combo.

1. Card List

This deck costs 2,840 Arcane Dust and it is made up of the following cards.

Priest Cards Neutral Cards

Copy Export String to Clipboard

2. Mana Curve

0
6
9
4
4
2
4
1

3. Strategy

This deck follows in the footsteps of Dragon Priest decks prior to the Standard rotation coming with the Year of the Mammoth. The deck aims to curve out aggressively, making the strongest possible plays with the Mana available. The addition of Divine Spirit and Inner Fire adds a new dimension to the deck, combining them with the naturally high Health of Dragon minions to quickly shift gears and burst down opponents.

3.1. Mulligans & Matchup Specific Strategies

In every situation you should be looking for the strongest possible curve of minions available. This usually involves cards like Northshire Cleric, Radiant Elemental, and Kabal Talonpriest.

Shadow Word: Pain is an additional excellent card to help deal with other decks that aim to contest the board early, it provides a huge tempo swing when combined with Radiant Elemental.

Against Control, you have the breathing room to be much more greedy in your mulligan, if you have some early plays available you can consider keeping Drakonid Operative to ensure you do not run out of steam and to enable powerful mid-game plays.

3.2. Board Control

When playing this deck, you should always be searching for any trades available, the defensive statline of the minions in the deck makes efficient trades common and allows you to keep a strong board which is crucial for the deck's ability to win the game.

Taking efficient trades will also give you the opportunity to take advantage of Lesser Heal, which gives extra value to a minion in play instead of requiring you to play a new one. However, even when this line of play is available, it may not be the best play available, but having the chance to do so is still beneficial as it provides you with multiple lines of play.

3.3. Heal Or Develop

While using this deck you will regularly be put in a position where you need to decide between playing a minion or using your Hero Power to heal an existing minion. There are pros and cons to both lines of play based on the situation. By taking advantage of your Hero Power you will conserve resources, allowing you to gain more value from each individual card than your opponent. When facing decks that are heavily resource based, such as Control decks, this is usually a strong choice, and will provide an edge when reaching the later stages of the game when both players begin to run out of cards. It is also a great choice when trying to play around powerful board clears like Twisting Nether.

In some situations you may be tempted to use a removal card from your hand just to push some extra damage. However, this is often pointless against most decks since Dragon Priest is unable to easily capitalise on aggression. For example, say your opponent has a 3/6 minion in play and you have a Drakonid Operative and a Netherspite Historian. You may be tempted to use a Shadow Word: Pain from hand in order to deal with it immediately and attack the opponent's Hero. However, you can simply trade into the minion and heal up your Operative afterwards to take it out without committing any new resources and have now retained the Shadow Word: Pain for a situation where you might need it more in the future.

The drawback of healing your minions is the resulting loss Tempo. This can be very relevant when playing against decks that have high priority minions that must be killed immediately, such as Fandral Staghelm. If you choose to prioritise value too highly, you will often find yourself in situation where you do not have enough power on the board to answer these minions. You should therefore be aware of the powerful turns that your opponent has access to and keep them in mind when deciding between healing or developing a minion.

3.4. Drakonid Operative

Drakonid Operative is arguably the most powerful card in the deck and is the sole reason the archetype is still able to exist. The card is incredibly powerful and offers a wide range of options contained within a single card.

Most of the time you will be able to pick up a very strong card due to the flexibility of having a choice of 3 cards worthy of being played in your opponents deck. However, it is not always correct to simply pick the best card at face value. Drakonid Operative can be used to patch some of the inherent flaws of the deck, such as sources of burst damage or efficient answers for 4 Attack minions. Gaining access to these additional cards can add a new dimension to your deck and allow you to change your playstyle, such as more aggression in the case of having burst damage.

One often overlooked factor is the knowledge you get from your opponent's deck. By providing you with the information of 3 cards in their deck, it therefore also provides you with information of what cards are NOT in their hand. Seeing key cards such as burst damage finishers like Leeroy Jenkins or powerful board clears such as Brawl provides you the freedom to take a stronger line of play that may otherwise be punished.

3.5. Spell Synergy

Some of the cards from the Journey to Un'Goro add a new dimension to the deck. In particular Radiant Elemental and Shadow Visions open up the ability for incredibly powerful spell combinations that were not previously possible. Radiant Elemental can single-handedly cause huge swings in tempo thanks to its strong stats on top of enabling you to play many spells in a single turn thanks to its Mana reduction effect. Shadow Visions seems quite lacking at first, however the ability to get extra spells from your deck cannot be understated. As a deck that uses a combo finisher, the ability to gain extra combo pieces such as Power Word: Shield or Divine Spirit is valuable as well as helping ensure you have a copy of the key combo piece Inner Fire in hand when you need it. With this in mind you should aim to keep it in hand until you need it in order to minimise the chance of you drawing a card that ends up being stuck in your hand. In addition to this you should aim to combine it with Radiant Elemental where possible, negating the 2 Mana cost thanks to the Mana reduction on the base spell in addition to the one that is Discovered.

4. Card Swaps

Many of the spells and minions in the deck are replaceable, consider removing cards like Priest of the Feast or Dragonfire Potion for an additional Dragon such as Book Wyrm or a second copy of Divine Spirit.

5. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

6. ChangeLog

+ show all entries - show only 10 entries
  • 13 Aug. 2017: Deck updated for the KotFT expansion. Removed 1x Potion of Madness, 1x Deathwing for 2x Bone Drake.
  • 24 Jul. 2017: Guide updated to new Icy Veins archetype format.
  • 09 Apr. 2017: Deck added. A spell-based Dragon Priest deck that finishes opponents with Divine Spirit/Inner Fire combos.
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