Maybe there will be plenty of 3 cost 3/4s in the expansion, shake up the minion game a bit. It should devalue the reliance on 2 drop 2/3 and 3/2s, no? (keep in mind its been a long time since I’ve played)
If you’re playing priest and don’t run blademasters, you fuckin’ up. Seriously, they might as well be class cards. Craft them the first chance you get.
This thread is full of so much win. Thank god for SRK.
Edit: sorry if this was off-topic, but just wanted to post to subscribe. Uh - on-topic - I mainly use a hunter beast deck, but I’m not doing as well since the UtH nerf. Plus I’m playing around with Alarm-O-Bot and Molten Giants so I feel like they are just using up space in my deck for better cards, but i’m having fun with them for now.
Someone help me make a Priest deck, mainly I need a nice balance of spell and creature cards. I tend to get in a lot of dead spots after momentum allowing my enemy to kill me outright without much retaliation, getting pretty old at this point.
Spell cards:
Circle of Healing x1.
Silence x1.
Holy Smite x2.
Inner Fire x1.
Mind Vision x2.
Power Word: Shield x2.
Divine Spirit x2.
Mind Blast x2.
Shadow Word: Pain x2.
Shadow Word: Death x2.
Holy Nova x2.
Mind Control x2.
Notable Minions:
Argent Squire x2.
Harvest Golem x2.
Acolyte of Pain x2.
Ironbeak Owl x1.
Dark Iron Dwarf x2.
Faceless Manipulator x1.
Silver Hand Knight x1.
Lightspawn x2.
An immediate problem is I don’t see any class-specific minions in your collection (unless you purposely left them out). You should have stuff like Lightspawns and Northshire Clerics.
If you have the dust, consider crafting pyromancers. They’re super good if you can keep their health up. Consider using taunt minions to keep the opponent off you for a while. Shieldmastas are solid, and I’m a big fan of Sunwalkers.
For spells, you should absoultely have Thoughtsteal.
Northshire Cleric is a given, I was just listing minions I have that are strong but not something I can obtain from leveling. I do have one Lightspawn I just crafted, not enough to dust for another. Usually run at least one Shieldmasta. Just trying to figure out how to make Priest work efficiently at this low level, which seems rather improbable currently.
Dumped a couple of rares I don’t see myself running for dust and crafted another Lightspawn, so x2 of those now.
I love and hate to play against King, obnoxious decks that boggles my mind. If I’d describe his playstyle it would be.
[list] []I’mma put all eggs in one bowl.[]I don’t like my opponent having fun.[*]Wombo combo choo chooooo[/list]
I literary get exhausted after a set with that madman.
In other news, I’m the worst Miracle Rogue player in all of Hearthstone. Destroying my own Leeroy due to overdraw, missing lethal by 1 (when I had a way to give myself spell damage), mulliganing like an idiot.
I keep wondering what the hell UtH used to be since everyone commented on its nerf.
And it was funny running into a player on Casual, everything going meh, suddenly LEEROY out of nowhere…which ended up costing him actually. If he waited a turn to drop it he probably would’ve gamed me. But since he used it early he just gave me ammo to survive long enough for me to win. Thanks Leroy (and thank you Priest Hero Power).
You have to have all the basic cards, right? With limited cards, your best bet with priest is probably to just extend the game by playing cost efficient minions and healing them when you get a chance while trying to live to late game and play bigger stuff and/or steal your opponent’s stuff. A solid basic deck would be something like
2x Holy Smite
2x Power Word: Shield
2x Shadow Word: Pain
2x Shadow Word: Death
2x Holy Nova
2x Thoughtsteal
2x Mind Control
If you start with something like that, you can fight decently even against stronger cards if you play smart. Then you can just start substituting in better cards as you get them. Looking at the cards you have now, I’d swap in the Acolyte of Pain for one of the Gnomish Inventors and swap the Silver Hand Knight and Faceless in for the Berserkers. Harvest Golems make good subs for the Shattered Sun Clerics, or you can leave them as they are, depending–there’s a decent argument either way. Avoid Silence, as you’re using an entire card to do no damage and have no definitive target. It’s really only valuable once you have cards of your own to silence (Ancient Watchers). Circle of Healing is a good card, but you’re missing the cards that make it the best (Injured Blademaster, Cabal Shadowpriest). It’s pretty good for Lightspawns, though, so there’s that.
Lightspawns aren’t bad, but they’re conditional. A Lightspawn alone on your side of the board is rarely a threat if your opponent has weapons or spells to deal damage before using minions to trade with it. It’s a much better card when you already have board presence. I wish you had saved your dust for Injured Blademasters instead, especially since you already have a Circle of Healing. Those get incredible mileage in a Priest deck.
Once you get access to bigger and better cards, some highly recommended additions would include Azure Drakes, Earthen Ring Farseers (especially once you have Injured Blademasters, and they’re great with Lightspawns too) and possibly some more aggressive card draw cards like a Gadgetzan Auctioneer. Another option to consider is the Wild Pyromancer to help you do bigger area damage, but Kobold Geomancer isn’t a terrible choice, either. It’s not as good as Bloodmage Thalnos the legendary, but it’s cost is the same and its immediate board impact is identical. Turning a holy nova into 3 damage on turn 7 isn’t a bad way to extend things.
I wouldn’t recommend depending on Inner Fire/Divine Spirit cards, especially if you’re already struggling with holding a lot of dead cards. You’re playing Priest, and it’s a spell-heavy class without a weapon, so that’s just going to happen, but don’t make it worse by adding a bunch of highly conditional cards while trying to master the class.
Since you weren’t here for it, I’ll give you a constructive analysis on Unleash the Hounds.
In its original form, it used to read as the following: Give your Beasts +1 Attack and Charge. [1 mana, Spell, Common]
This was horseshit because Hunter decks used to just hoard their cards until turn 7 or so, play a couple of Young Dragonhawks (1 cost 1/1, windfury), some Timber Wolves (1 cost 1/1, give other beasts +1 atk), and play whatever cheap 1 costs or 2 cost beasts that they had (buzzards, stonetusk boars, etc) and go for a 20+ damage blowout turn, since they could easily get the opponent that far down over multiple turns with hero power or random stray hits.
Afterwards, Blizzard nerfed UtH to its current text, and changed the mana cost to 4. Shit was unplayably bad, since Hunter couldn’t wait that long to play it with any other beast card worth a damn.
Next, Blizzard lowered the mana cost to 2. Shit was brokenly good. Everyone had to fear a 2 mana blowout play, and the low cost made it so that Hunter could just fish with Buzzard + Hounds for any answer in the late game, burn it to pump a Hyena super early, or do a turn 6 finish with Leeroy.
After a couple of months of Hunter owning the ladder, Blizzard finally changed it to 3. Hunter’s fine now.
I’d suggest one or two Darkscale healer over Berserker, works well with all those 4 drops. Sub out a SW:P and MC for a pair Harvest Golems when you get them, generally good to gravitate away from situational non-combo spells as you get more cards.
Before you get all the combo cards Soulpriest, Blademaster, Pyromancer, circle x2 etc. it’s better to have value creatures like in Warps list.
Funny you say that, I just put two Darksscale Healers in the priest deck I’m experimenting with an hour ago. That card totally slipped my mind until today, and then I look back in and you brought it up.
I only run one SW:P, but when my deck was weaker, being able to kill minions with a single spell came in really handy. One MC is probably better, I’d agree.