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N'Zoth Amara Priest Quest Deck

Last updated on Aug 12, 2017 at 05:19 by Pesty 18 comments

Table of Contents

This deck is an N'Zoth Priest variant that relies on the stability of Amara, Warden of Hope while using high value Deathrattle minions in combination with N'Zoth, the Corruptor to out-value opponents.

This version of deck the uses cheap spells in combination with Radiant Elemental and Lyra the Sunshard to create powerful tempo turns to contest the board.

1. Card List

This deck costs 5,960 Arcane Dust and it is made up of the following cards.

Priest Cards Neutral Cards

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2. Mana Curve

0
11
6
3
3
3
2
2

3. Strategy

This is a fast version of N'Zoth Priest that aims to go toe-to-toe on the board with other decks rather than relying on powerful board clear effects. The inclusion of powerful cards like Lyra the Sunshard and Radiant Elemental many spells to be played in a single turn to create huge swings in tempo, in a similar manner to Tempo Mage decks.

3.1. Mulligans and Match-up Specific Strategies

As this is a Quest deck, Awaken the Makers will always appear in your mulligan. Despite this being the case, it is not always be correct to keep it, as it can be far too slow to complete in some match-ups.

Crystalline Oracle is the best card to have in your opening hand universally, as it is a solid proactive opening that challenges Aggro decks and generates value against Control. Loot Hoarder and Radiant Elemental can also be sought after as a solid follow-up.

Against Aggro, you should look for additional tools to control the early-game, such as Northshire Cleric, Holy Smite, Potion of Madness, and Shadow Word: Pain. Unlike other Quests, you can keep Awaken the Makers against all but the fastest Aggro decks due to its healing effect helping you stabilise later in the game.

Against Control, you can be much more greedy in your mulligan. Try and find additional value cards such as Bone Drake and Barnes that help push towards the completion of your Quest.

3.2. Tempo or Value

This deck utilises a combination of both tempo and value cards, reminiscent of Tempo Mage decks. The two concepts, while both valid, are opposing and whichever you choose to favor within any given game will greatly influence the outcome.

Playing the role of a tempo deck within a game involves aiming to play a curve of increasingly powerful minions to control the board and pressure opponents. The inclusion of Radiant Elemental is a key card in facilitating this line of play, allowing cheap spells such as Holy Smite, Potion of Madness, and Shadow Word: Pain to kill opposing minions while leaving enough Mana to spare to bolster your own board position. The card-generation effects of Lyra the Sunshard, Crystalline Oracle, and Bone Drake provide the fuel to continue pressuring your opponent over extended periods of time. The cards in hand will factor into whether you can take this line of play, but it is generally favourable against Aggro and Midrange decks that struggle to come back from an unfavourable board position.

Playing the role of a value deck within a game involves trying to get the most out of every card in your deck. Crystalline Oracle and Bone Drake excel at this due to functioning as a minion and eventually replacing themselves with another when killed. You should aim to take full advantage of Lesser Heal by making efficient minion trades and healing minions to start to generate card advantage for later in the game. If you can combine this with Northshire Cleric, the game can quickly spiral out of control in your favor. Following this line of play for the duration of long games will eventually leave your opponent low on cards and unable to stop any remaining minions you have from grinding them down. This is usually the best line of play to take against control decks that would otherwise punish you with powerful board clears if you overcommit.

3.3. Awaken The Makers

Awaken the Makers, unlike other Legendary Quests, does not always have a huge influence on the outcome of the game. Upon completing the Quest, Amara, Warden of Hope is added to your hand, which can be used in 2 different ways. Against aggressive decks or in situations where you are behind on board, it serves as a more powerful version of Reno Jackson, providing a large heal that allows you to stabilise, occasionally winning the game if your opponent has overcommitted resources to try and kill you. Amara can also be used for its raw stats, as an 5-Mana 8/8 it can sometimes be enough to push your opponent over the edge if you already have a dominant board position.

3.4. Ending The Game

The deck runs no real win condition aside form N'Zoth, the Corruptor, which has the potential to end the game with any strategy due to the large amount of both tempo and value created. Most games will end naturally by following through with your chosen strategy, however it is important to be mindful of how the rest of the game will pan out. If your current line of play will result in you losing the game, either because your opponent has outlasted your tempo or managed to out value, it can be worth deviating from your strategy to try and win rather than watch yourself slowly lose the game over many turns.

4. Card Swaps

Many of the spells and minions in the deck are replaceable; consider removing cards like Holy Smite, Potion of Madness, and Loot Hoarder.

There are also many replacements to consider, such as Dragonfire Potion, Spiritsinger Umbra, Onyx Bishop, or second copies of other cards in the deck.

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
  • 12 Aug. 2017: Deck updated for the KotFT expansion. Removed 2x Shifting Shade, 1x Mirage Caller, for 2x Bone Drake, 1x Obsidian Statue.
  • 01 Aug. 2017: Guide updated for new Icy Veins archetype format.
  • 04 Apr. 2017: Deck added.
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