Hello, I’m Sjoesie and I’m a Belgian Hearthstone player. Some may know me for the guide I wrote about a unique Echo Mage list I’ve made in 2015. With this list I reached Legend multiple times and reached one top 100 finish. Over the last year I’ve been less active in writing guides (mainly focusing on competitive Hearthstone), however I really loved, and still love, building my own decks.
Before I begin, there are two things that need to be said about this list.
There are two things you need to keep in mind for this list. First of all, it’s extremely difficult to master this deck, and I think neither I’m even close to that. The various possible combos makes this deck really hard to pilot in a lot of cases and above that the outcome of the game can be influenced by playing or keeping a combo one turn. Secondly, you’ll have to play the deck quite a bit just to get used to the cards, like Lyra the Sunshard or Wild Pyromancer. The rope can come really fast in situations where you have many cards to combine them with. It can result in situations where you lack the time to finish your turn or where you draw too many card or where you might even miss out on a really good play. Habit is the key here!
The first deck is the one I used to ladder in the season of May 2017 from rank 15 to 5, from rank 3 to legend and from somewhere around legend rank 200 to legend rank 10. I also used this list at Dreamhack Tours, where I went 5-0 with it.
The second deck is one that I played to make my way back to legend rank 9 after dropping to legend rank 100. Because of the added drawing potential (second Circle of Healing) and the additional minions (Tar Creeper), it feels a bit stronger and more consistent on ladder. To make up for the loss of the self-healing effect of Binding Heal, I added one Priest of the Feast, replacing Tortollan Shellraiser.
Both lists are great and play the same way, so the guide will elaborate on both of them at the same time.
Shadow Word: Pain | Against anything that plays early 3- attack threats that can snowball the game (ex Mana Wyrm)
Potion of Madness | Same, but only against fast decks (ex Pirate warrior or Token Druid)
Harrison Jones | On the coin against warrior (especially pirate warrior)
Kabal Talonpriest | If you have a great hand and you can curve into it
Wild Pyromancer | Against Token/Aggro/Murloc decks (Murloc Paladin, Pirate Warrior, Token Druid…)
Silence priest is a decent deck and some people had great results with it. Contrary to it, this miracle deck has a bit less high-rollpotential early on (for example with Humongous Razorleaf and Purify). However, I feel like this deck has more outplay options and is less reliant on the draws and combos early on. Especially if the game drags on a few turns past the early-mid game, this list really triumphs over the silence version.
So what exactly makes this list different from silence priest? Well, it plays a bit more draw and early minions that have high health but don’t need a silence. Both of these are HUGE differences, because it means you will cycle faster through your deck (which is insanely important in this deck), and you’re not reliant on a combo early on to get on the board. While the silence priest focuses more on getting one or two huge minions on the board, this deck will rely more on controlling the board with smaller ones and drawing cards through them.
With this deck, you can have a couple of different gameplans. Which one you follow depends on a lot of factors including your starting hand, matchup and your opponent’s plays.
The most important key of this deck is draw. A better draw allows for more and better combos and allows you to accelerate to your own lategame with Lyra the Sunshard and Elise. Generally you want to try to get as much draw from each card as possible.
Jade Druid: Favored
Token Druid: Favored
Medivh Mage: Equal
Freeze Mage: Favored
Tempo Mage: Favored
Silence Priest: Unfavored
Dragon Priest: Equal
Face Warrior: Favored
Taunt Warrior: Favored
Quest Rogue: Equal
Miracle Rogue: Unfavored
Echo/Control Shaman: Unfavored
Murloc Paladin: Favored
Control Paladin: Equal
Circle of Healing: This card allows for a great combo with Northshire Cleric and/or Wild Pyromancer Even if you can’t use it early on to draw, you can always recycle it with Lyra the Sunshard. I think it’s the best draw engine you can put in this deck apart from the staples (Acolyte of Pain/Northshire Cleric/Power Word: Shield).
Silence: Contrary to the silence priest, this card is almost never used on your own minions (exceptions exist with a freezing effect for example), but there are an insane amount of silenceable targets being played in other decks. It’s also a necessary card against minions like Primordial Drake or Spikeridged Steed, since either a big minion or a silence are your only ways to bypass that taunt. Against aggro it can also be used in combination with Wild Pyromancer for a free whirlwind effect, which most of the times results in a board clear. You’ll always find a use for it.
Binding Heal: This card is really flexible. It’s one mana, which means it can easily be used in combos or with Lyra the Sunshard. It heals a minion, which means you often draw a card with this (and thus is a one mana recycle). It heals you for 5, which means you can survive against more aggressive or bursty decks. The usage of this card will really depend on the situation and the matchup.
Potion of Madness: This is a great card against aggro and just in the early game in general. Also allows you to make some interesting and strong combo plays.
Tar Creeper: It’s a great minion for both stopping damage, protecting your board and buffing spells because of its high health. This minion really helps establishing a board early on.
Tortollan Shellraiser: Same as Tar Creeper. Great amount of health and one of the best minions in the four mana slot for priest, only contestable by Priest of the Feast and Auchenai Soulpriest (the last is not great in this deck because of its reactive playstyle)
Harrison Jones: Weapon removal is great in a meta where a lot of weapon classes and Medivh are being played. The draw is really handy for a combo reliant deck like this.
I want to point out that none of these decks play Shadow Word: Death. The reasoning behind this is that there aren’t enough targets in the current meta early on where you would need it, and if there are, any buffed up minion on your side usually trades in it easily. If decks like handlock would ever become viable again you might want to add one, but at this point in the meta it usually is just a dead card. This deck is proactive, which means you don’t want to have dead, reactive cards in your hand.
Wild Pyromancer + Acolyte of Pain + x other spells: Very good draw engine. Often you will play these parts of the combo separately, but if you find both of those in your hand or on the board, you can draw a lot of cards.
Wild Pyromancer + Northshire Cleric + one additional spell + Circle of Healing: Basically this combo draws you the amount of minions on the board the moment you play the circle. If you ever get this combo off, you are in a great spot because of the amount of possibilities you will have the following turns (not to say the possibility to just otk your opponent with your drawn combo cards)
Lyra the Sunshard + Radiant Elemental: This combo gives you the opportunity to play a lot of spells in the same turn, including those you might get from Lyra the Sunshard. Priest has a few 1 mana spells, which you can play for free with the elemental on the board. With two elementals, you can play more than half of the priest spells for free (although some are not really playable like Purify).
Elise the Trailblazer + Shadow Visions: Discovering a map can win you the more controllish games or the games where you ran out of steam. The value of the cards in the pack is generally really good, and some even allow you to do crazy combos. Quite often you don’t play shadow visions unless you really need it, just for this reason.
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