HearthStone

Aggro Priest! Homebrew Wild deck from D5 to Legend.

Content of the article: "Aggro Priest! Homebrew Wild deck from D5 to Legend."

Decklist: https://imgur.com/sL1Z5HP

Matchups and winrates: https://imgur.com/KlsUXuv

Heya! This is a fun deck I built a week ago and piloted to legend from Diamond 5. Aggro Priest! I think in the current Wild meta, it gets a way with a lot that we'll talk about, and it's honestly an interesting take on both aggro and Priest archetypes. So if you're itching for something new to try and you have an open mind, I think you'll enjoy this a lot!

AGGRO PRIEST


Class: Priest


Format: Wild


2x (1) Beaming Sidekick


2x (1) Blazing Battlemage


2x (1) Northshire Cleric


2x (1) Shadowbomber


1x (1) Sir Finley Mrrgglton


2x (2) Mind Blast


2x (2) Power Word: Feast


2x (2) Radiant Elemental


2x (2) Shadow Ascendant


2x (2) Wriggling Horror


2x (3) Dragonmaw Overseer


2x (3) Kabal Talonpriest


2x (3) Velen's Chosen


2x (3) Voracious Reader


2x (4) Spawn of Shadows


1x (5) Leeroy Jenkins

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To use this deck, copy it to your clipboard and create a new deck in Hearthstone

Here's the deck that I ran. I believe there's a lot of room for improvement, and am more than happy to take on questions, suggestions and criticisms! So, how does it work?

First and foremost, it helps to consider the state of Wild at the moment. Priest is at the top of the meta, and has been for some time. Raza only gets stronger, and Resurrect got some fun tools this expansion. Both of these are rigid decks, with a structure that doesn't do much on early turns before unloading a whole lot of power very quickly.

This deck is the exact opposite of that, and I think that works well in its favour. The prominence of the aforementioned decks on Wild ladder means that it's quite likely that your opponent will see Priest, and mulligan accordingly. They'll fish for techs, they'll get rid of the board clears and try to find a way to beat you down as fast as possible. The number of times opponents floated mana helplessly as my minions started gaining big stats was honestly like nothing I've ever seen, which I can only assume was because their hand is entirely unsuited to tackling aggro because they were expecting a more traditional Priest deck.

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Priest is unique among aggro decks in that their minions are sticky. High health, healing, and buffs through cards like Shadow Ascendant, Kabal Talonpriest, and Dragonmaw Overseer will allow you to trade with other aggressive decks, and be a nightmare for other control decks to remove early if you build wide enough. From there it's about keeping your minions alive and bludgeoning your opponent to death over the next 5-6 turns.

Generally, between opponents your gameplan is the same, although you'll trade more against aggro. Apart from your minions living longer and sometimes pivoting turns to refill your hand with Northshire Cleric and Hero Power/Power Word: Feast, it plays like most other aggro decks. Positioning is similarly important, and knowing where to drop your Wriggling Horror can be the difference between having a board or not. As a general rule of thumb, you'll want to apply buff to the weakest minions you have, or priority targets which are Shadow Ascendant and Dragonmaw Overseer. Some might consider Northshire Cleric important to keep alive, but the amount of mana you want to spend Hero Powering to draw off her doesn't make it worth it; more on that below.

Cards:

  • Beaming Sidekick: Awesome for this deck specifically. Bolsters longevity of your minions while remaining a surreptitious body that eludes being cleared in the early turns, and subsequently gets buffed by your other cards into a definite threat.

  • Blazing Battlemage: It's a fairly well-statted minion, but I'm wondering whether or not something like Frazzled Freshman would be better. I haven't experimented yet but I think the extra damage is what this deck needs to help it edge out over the last few turns.

  • Northshire Cleric: A good body, easily survives and receives buffs, but also gets your opponents attention, and they often waste removal on it instead of your better minions. The draw effect is always more incidental than other Priest decks, and you'd only consider healing a minion if it sets up a good trade or you're desperate to draw a potential answer.

  • Shadowbomber: A clean finisher. Hits behind taunt, leaves a body in the early game that can be buffed. I don't like playing it early as it gives away your game plan, but having it in the deck along with Mind Blast and Spawn of Shadows gives crazy reach.

  • Sir Finley Mrrgglton: A sort of necessity. It's a good body and can be used with Spawn of Shadows for some extra damage, and losing out on Northshire synergy isn't as bad as you think, due to the incidental nature of Northshire draws in this deck.

  • Mind Blast: Just good damage.

  • Power Word: Feast: This one was an experimental inclusion, and I'm happy to say that it payed off well. I got more draw from Northshire off of this card than Hero Power, and being able to trade minions and instantly have them back to full afterwards will still giving them attack and health is absurdly powerful.

  • Radiant Elemental: Another faux priority target for your opponent to clear. It's a decent body, nice effect, but this deck doesn't run too many spells, so oftentimes you're playing it to capitalise on its effect immediately, which is tricky when you have little mana to play with. I'm not sure, I think there can be a better replacement for it, but it has a place here as it is.

  • Shadow Ascendant: This is an early powerhouse. If you can get this to stick, you'll win almost guaranteed.

  • Wriggling Horror: Great for building a wide board, and getting it to stick.

  • Dragonmaw Overseer: I think this card has been a sleeper. Shadow Ascendant was strong when it came out, and this is a souped up version of it. If this sticks, you're definitely winning.

  • Kabal Talonpriest: A good body that extends the lifespan of your minions. I find its mana cost is a bit clunky though, and will sometimes opt to play another card. In certain situations though, such as when it's obvious a Secret Mage has Flame Ward up, this card's a lifesaver.

  • Velen's Chosen: This card is strong. It's so much health to receive early, and just happens to make your Mind Blasts better on the side.

  • Voracious Reader: The deck doesn't have too much draw and you definitely need to refill after the first 5-6 turns.

  • Spawn of Shadows: Everyone knows this card is strong, and I suspect it won't be too long before it's nerfed, which will sadly hurt this deck. But as it stands currently, this is a great closing tool that remains a threat when the opponent is on low life, even behind taunt.

  • Leeroy Jenkins: I don't think Leeroy ever finished a game for me. He's not a necessary inclusion and is honestly better replaced with some more card draw.

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Mulligan: The gameplan is very consistent among opponents, so usually you're looking for the same cards to keep. Most of the 1-drops are good, although I'll send back Shadowbomber if I have other alternatives. I keep Dragonmaw Overseer on coin, and I'll hold onto a Shadow Ascendant. I also like to keep Voracious Reader, but I think this might be match-up dependant, and having two in your hand screws you pretty hard in my experience.

I hope I have managed to get your interest, or at the very least a laugh out of you for the concept! It was a lot of fun to play and it continues to feel strong. I suspect that any changes to Priest in Wild might affect the efficiency of this deck, but for now it's a great fit in the meta and I think it deserves some attention. Thank you for reading 🙂

Source: reddit.com

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