Djinni OTK Priest Wild Un'Goro Deck
The following guide outlines how to play Djinni Combo Priest. The deck uses some Control Priest tools to slow opponents down while trying to assemble a powerful combination of cards to kill opponents in one turn. The deck relies on using the unique effect of Djinni of Zephyrs combined with a range of buff cards in order to create multiple powerful minions at once.
While this deck is capable of winning any matchup, it is intended to be played as a fun deck and is not suitable for a competitive environment.
Djinni OTK Priest Wild Un'Goro Deck
Our deck costs 4,120 and it is made up of the following cards.
|Priest Cards||Neutral Cards|
This particular build of Priest follows the overall strategy of many Control Priest decks: simply stay in the game and answer your opponent's threats. However, unlike most Priest decks, this build offers a win condition to assemble over the course of a game, using combinations of Power Word: Shield, Divine Spirit, Confuse, and Inner Fire to allow you to attack your opponent for massive damage.
The deck's win condition revolves around use of Potion of Madness with Djinni of Zephyrs in play. For Potion of Madness to allow a stolen minion to attack in the same turn, it provides the minion with charge for the duration of the turn. This also gives the Charge effect to Djinni, opening up the potential to have two powerful Charge minions by using multiple buffs from hand to take advantage of the Djinni card effect.
During the early-game you should use your available resources to keep your opponent from developing a strong board presence. Against decks with aggressive openers, Potion of Madness can be utilized to counter early board pressure. This deck is also able to be more proactive than traditional Control Priest decks, including Loot Hoarder as an additional early minion helps to slow your opponent down further while allowing you to cycle through your deck.
Northshire Cleric and Acolyte of Pain are key cards for the deck and correct usage of these will set you on the path towards winning the game. While you want to get value out of these cards as soon as possible, you must also be aware of your opponent's answers. For example, playing a turn 1 Northshire Cleric against Warrior carries the huge risk of it being killed by Fiery War Axe the following turn and should therefore be avoided whenever possible. To overcome this problem, Power Word: Shield can be used to push the minions health out of range of removal, or you can wait until you are able to heal a minion in the same turn to get some value out of the card draw effect. For Acolyte of Pain, you should follow a similar line of play, either making sure the minion cannot be killed in one attack to ensure multiple card draws, or play it during a turn you know you will be using Wild Pyromancer to guarantee immediate card draw.
Heading into the mid-game, Circle of Healing becomes a deceptively strong card in the deck. The card's role is twofold, offering a strong board clear when paired with Auchenai Soulpriest for a 4 damage AoE board clear. Additionally, the card can be used in combination with Northshire Cleric and Wild Pyromancer to damage all minions on the board and then heal them if another spell has preceded it. As a result, you draw a card for every minion healed in this way allowing you to quickly cycle through your deck and rapidly close in on drawing a combination of cards capable of winning you the game.
Pint-Size Potion is an underrated card that provides utility to the deck in various situations. The simplest way to use the card is when fighting for board control, enabling you to take favourable trades with opposing minions due to the lowered attack value. This works well when combined with Acolyte of Pain to gain additional card draws or with a Northshire Cleric in play to prevent your minions from dying and provide an extra healing target. Secondly, Pint-Size Potion can provide a strong board clear when combined with Confuse, killing all minions with 0 Attack; a second Pint-Size Potion can also be used to take down even larger targets. Finally and most importantly, Pint-Size Potion allows you to steal larger minions with Potion of Madness when trying to end the game, which allows you to steal targets that were previously unreachable, usually a large minion for more damage or a Taunt minion that is in the way.
The deck runs a large number of combo cards that can be used to win the game and as a result there are a large number of combinations that can be used to provide a degree of flexibility to the deck. To handle all the possibilities, it is important to keep track of how much damage you are able to deal at any one time. The most common way to kill an opponent involves playing Djinni of Zephyrs followed by stealing an opposing minion using Potion of Madness to give both minions Charge; Pint-Size Potion can also be played beforehand to steal bigger targets. After your Djinni has charge, you should proceed to buff your highest Health minion on the board using Power Word: Shield, Velen's Chosen, and Divine Spirit and finally buffing the Attack of both minions using Inner Fire or Confuse before attacking to finish off your opponent.
While the deck is able to unleash a devastating combo once the appropriate cards have been collected, you should not rely fully on it and make sure you play reactively to how the game unfolds. For example, you may often come across the situation where you have many combo pieces in hand and no card draw available. While this may seem like a dire situation, you may be able to benefit from making a large minion on the board. Against decks without hard removal, this may just be able to win you the game in a couple of turns as they will be unable to prevent the damage. Similarly, against decks with no healing, using half your combo pieces to take out a large chunk of your opponent's Health can provide you and opportunity to win with another small combo later in the game, while forcing your opponent to deal with a large threat on the board.
As the deck also runs two copies of Djinni of Zephyrs, it is also sometimes correct to play it on the board alone. With a 4/6 body, it provides a reasonable board presence on its own and can be buffed on the following turn if it is able to survive, freeing up 5 Mana to make combos easier to pull off. This line of play is best when you expect your opponent to kill you within two turns, or if you have two copies in your hand and no Potion of Madness available.
Synergies & Combinations
Mulligans & Matchup Specific Strategies
Against Aggro, you can additionally keep Radiant Elemental and Potion of Madness as early game removal options. It is also important to note that your win condition will usually stem from staying alive and maintaining control of the board, while combo pieces can often be used as additional spells to use with Wild Pyromancer.
Against Control decks, you can additionally keep Acolyte of Pain in your opening hand to ensure you can draw through your deck as fast as possible. It can also be strategically beneficial to conceal your strategy, as your opponent may often allow your additional draws under the assumption that you are playing Reno Priest.
- 04 Apr. 2017: Deck moved to Wild for the Journey to Un'Goro expansion. Removed 2x Doomsayer, 2x Kabal Talonpriest for 2x Radiant Elemental, 2x Velen's Chosen.
- 18 Feb. 2017: Deck added.
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