Combo priest. (Updated) Combo Priest is the meta buster of the week. Guide to the top archetype of the Saviors of Uldum. Combo Priest by RB8647poke

How he managed to become the 13th Legend in the world with his Priest deck. According to him, it turned out to be abnormally strong and, at its core, develops the idea of ​​​​a very greedy combo priest who is able to cope with aggro and midrange decks with the help of Resurrection.

“Due to his greed, usually losing matches against a handlock and a robber are now not only won, but, one might say, preferred,” the player noted. We are publishing a translation of his manual.

Deck screenshot

Proof


Unique Features

1.Resurrection can change the course of a match - this map Incredibly strong in all games due to the extra combos using Pyromancer/Aukenai Priestess/Cleric, as well as the value of playing a Grunt in the early game or as a late game hit or miss, or as a temporary 2 mana minion.

2. 12 cards in a single copy- the reason why a similar deck has not been created until now.

3. Troggsor and Snids- there are no potential targets for the “Experienced Hunter” and the deck becomes stronger with the number of turns.

4. Every card in the deck is either high value or part of a combo.

Why is this deck good?

1. Because you're a cool dude and you think the priest is cool.

2. A high learning threshold and a high skill ceiling, but at the same time, incredibly high returns when playing well.

3. There are many opportunities for long and impressive moves by the pyromancer.

Card selection

“Resurrection” x2: described in detail in its own subsection.

Against midrange decks

Consistently respond to your opponent's attacks until they run out of fuse or cards. Your cards are much more valuable than the cards in the zoos or the druids, so the longer you hold out, the closer you will be to victory.

Against control decks

When playing against a warrior, try to catch their clearing with an Auchenai priestess or grunt.

Resurrect will force them to play even more clear cards, or you will start to out-value them in cards. In the second case, it will be more difficult for him to cope with your largest creatures.

Standard Control Priest and Paladin represent a card value fight. You need to get more out of the cards than they get out of theirs. Make every effort to maintain card advantage, as it usually transfers from one player to another.

Against other decks

Frost Mage is the preferred opponent, unless the most dangerous cards go into his hand one after another. Try to build a strong board or play everything early and push until your opponent is quickly destroyed. If there is no opportunity for such a game, save all your healing to respond to Alexstrasza, in which case they will not be able to kill you.

Against a handlock, you will need to apply significant pressure in the early game and seriously calibrate your moves, relying on " Sacred fire"with an Auchenai priestess and a naaru for extra in-your-face damage." If possible, you should draw the starting cards, since in the case of a bad hand, towards the end of the game it will be increasingly difficult to cope with such an opponent.

Don't give up, don't take into account his ability to play "Fire Giant", since the deck described is not designed for control when playing against a handlock, since we simply do not have the means to destroy several cards with a large supply of health. Try, if possible, not to overwhelm a potential target with “Mind Control” for the “Experienced Hunter”.

Replacing starting cards

Changing cards before the first turn is common for priests with a similar playstyle.

The only exception for replacement is “Resurrection” - this card, as a rule, you need in the early game. For example, when playing against a warrior and a druid, you should almost always leave Resurrection. While against a paladin this is not so important, since in this case you only need to clear their initial group of cards, after which you can play according to standard. It's usually a good idea to keep Resurrection against Mages as well, although it's pretty weak against Freeze.

Whether Resurrection is worth keeping really depends on the rest of the starting cards, and whether you can get the most out of this card right away, or save it for a better opportunity.

FAQ

Can I replace XXX:

1. Vol'jin - no. It's essential as one of our several clearing tools, and has serious potential to change the pace of the game the deck is based on. If a replacement is necessary, then it is worth changing it to the second “Word of Darkness: Death”.

2. Troggzor - yes. You want either Sneed or Troggzor as a good non-target card for Master Hunter. I would replace it with Enemy Slasher 4000, which I tested and had some success with in this deck. Chromaggus can hardly be called a second backup option, but, at the same time, not a completely unnecessary replacement.

3. Snead – maybe. Everything here is the same as in the case of Troggzor, but Sneed is more important.

This is a partially shortened version of the guide " Combo Priest is a meta destroyer and the best deck in the game. Archetype Guide " In the source guide you will find Additional information, which will help you master all aspects of the Priest gameplay.

You will find more detailed guides and meta-reports inVIP section site.

Combo Priest is one of the most popular Legend decks in the current meta. Priest will be suffering from a Pair of Hands nerf on Monday and will likely become much weaker, so now is your last chance to play with him. If you don’t have enough cards, then you shouldn’t craft anything: play Combo Priest only if you have everything.

Perhaps Combo Priest will not disappear from the radar: Firebat believes that the deck can stay in tier 1, although it will get less play. In any case, you should not make any hasty decisions before the nerfs.

After a successful performance on the ladder last week Combo Priest aroused widespread interest among players. It became one of the most popular decks in the game, especially at the top of the ladder, where it was second only to Reno Mage. This did not go unnoticed by the developers, who promptly weakened A Pair of Hands in the patch.

ButCombo Priest turned out to be strong not only in rating games. Anduin also performed superbly in Seoul, despite some skepticism in terms of the fact that the deck is not very suitable for the Specialist tournament format, since it poorly implements the sideboard capabilities.

Combo Deck Priest of the Saviors of Uldum

SomiTequila took the top 18 Legends with this build. She is also the most popular version of Combo Priest on the ladder. In the current meta, it is better to replace Silence with Ripple of Light, especially if you often play against aggro decks.

Combo Priest by OmniStone

Mass dispersion, x1 Ripple of Light , x1 Inner Fire

+ Coup, Silence

Dumbness plays well with A furious pyromancer, and Coup is an alternative To the inner fire. The 0 mana spell is more suitable for slow and mirror matchups, as it is more often used as a finisher than Inner fire.

Combo Priest by RB8647poke

Mass dispersion, Ripple of Light , Guardian of Light

+ Coup, Silence, Forest Flutist

Forest flutist is not strong in itself and worsens Psychopomp, but it will definitely give you Northshire Cleric- the main source of gain.

Combo Priest by Meati

Mass dispersion, Ripple of Light

+ Treasure Collector, Madame Lazul

This deck is suitable for the highest positions in Legend, where there are a lot of slow matchups.

Combo Priest by banpei1524

Inner fire x1, Ripple of Light, Guardian of Light

+ Silence, Coup, Harrison Jones, Dark Priestess x1

Dark Priestess is a technical card for Mirrors, and Harrison Jones helps against Warriors, Rogues and Hunters.

Mulligan Combo Priest can be complex and confusing. There are several better options, but in some situations you can keep almost any card from the deck. First, a few general mulligan rules:

  • Always leave in starting hand Northshire Cleric. With Coin - two copies.
  • High Priest Amet- is too strong a card to give up in any fight. Always leave it.
  • Psychopomp is also a great mulligan candidate in many situations. Always leave with Wounded Grunt, Wounded Tol'vir, or Coin in hand. Don't leave two copies of Psychopomp or Psychopomp with other heavy cards
  • Wounded Tol'vir - always leave with a Coin or first drop in hand
  • Pair of hands - always leave with the first drop or Coin in the starting hand
  • Wounded Grunt - good in combination with Psychopomp or All around healing, but you should only leave from the start with a good mana curve
  • The Guardian of Light can always be left with or without a Pair of Hands and a Coin. Always “boil” it if you meet another Priest.
  • Ritualist from Neferset useful in a starting hand with a very good hand: Wounded Tol'vir + Coin or Northshire Cleric+ A pair of hands.
  • Healing Circle can also be left with a very good hand
  • Health buffs - Divine spirit and Power Word: Shield - useful with Northshire Cleric and A pair of hands if you are sure that your opponent is not playing ultimate targeted removal or silence
  • Leave cards on the mulligan to build a good mana curve. It is important to find the first move first, then the second, third and fourth. There is often no need to plan a third move when there is no start. Don't get carried away with searching for too specific and expensive card combinations. It’s safer to look for the best opening of the game: first drop + Pair of hands.

: Northshire Cleric, Psychopomp , High Priest Amet, Wounded Tol'vir. With a Good Hand - Pair of Hands, Circle of Healing, Wounded Grunt.

: Northshire Cleric, High Priest Amet, Wounded Tol'vir, Guardian of Light. With a good hand - Power Word: Shield, Healing Circle, Pair of Hands, Vicious Pyromancer, Psychopomp.

: Northshire Cleric, High Priest Amet, Wounded Tol'vir, Psychopomp. With a good hand - Pair of hands, Power Word: Shield, Guardian of Light.

: Northshire Cleric, High Priest Amet, Wounded Tol'vir, Guardian of Light, Psychopomp. With a good hand - Healing Circle, Power Word: Shield, Inner fire, A pair of hands.

: Northshire Cleric, High Priest Amet, Wounded Tol'vir, Servant of Pain, Psychopomp, Pair of Hands. With a good hand - Circle of Healing, Power Word: Shield, Wounded Grunt.

: Northshire Cleric, High Priest Amet, Wounded Tol'vir, Pair of Hands, Guardian of Light. With a good hand - Healing Circle, Power Word: Shield, Vicious Pyromancer, Psychopomp , Pair of Hands .

: Northshire Cleric, High Priest Amet, Wounded Tol'vir, Guardian of Light, Wounded Grunt, Pair of Hands. With a good hand - Psychopomp, Power Word: Shield.

: Northshire Cleric, High Priest Amet, Wounded Tol'vir, Guardian of Light, Pair of Hands. With a good hand - Power Word: Shield.

: Northshire Cleric, High Priest Amet, Wounded Tol'vir, Guardian of Light, Psychopomp, Pair of Hands. With a good hand - Healing Circle, Power Word: Shield.

The essence of the archetype

Combo Priest is a tempo archetype with a cheap mana curve. The most expensive cards the build costs 4 mana, but the archetype can hardly be called an aggro deck. Often the Priest actually wins within 2-3 turns if he is lucky with the cards, but the deck is capable of playing in protracted games.

If Combo Priest is aggressive, he is aggressive in a special way. The deck has no weapons, burst damage, or dashes. The Priest places all threats on the table and expects them to survive the opponent’s turn. Then buffs, healing effects, and others come into the fight. Combo Priest doesn't feel like a dishonest and mindless aggressive deck because the opponent always has the opportunity to respond to any of Anduin's cards. Another thing is that the Priest builds up an advantage too quickly and often catches his opponent in the absence of answers - especially in the early stages of the game.

Combo Priest plays only from the table. If he loses it, he will have no chance of winning. Even if the opponent has 1 health, the Priest will not inflict flying without a threat on the table. Control playing field- everything for the archetype. You can't rely only on trades or only on blind aggression, because you risk losing the table and therefore losing any hope of winning.

Combo Priest is so named because it uses the classic combination of health buffs and Inner fire or Coup. With its help, the Priest often kills the opponent, but it is a mistake to believe that this is the only role of the combination. Often Inner fire And Divine spirit you need to play at pace to fight for the table or even weaken your opponent's threats.

Another feature of the archetype is the presence of a large number of healing methods: hero power, Ripple of Light, Circle of Healing, Ritualist from Neferset. All these effects are useful primarily when the Priest leads and plays first: healing helps to make profitable exchanges, buff creatures, and draw cards.

Priest is good at busting decks. He often does this aggressively, trying to outplay his opponent in terms of the number of resources in his hand. To get really many cards, the Priest uses combinations with Northshire Cleric And All around healing or Ripple of Light. Also good are the combinations of the Servant of Pain, health buffs and Vicious Pyromancer.

Combo Priest plays only from the table, and without a table it is difficult to return to the game, but still possible. The main way to seize the initiative is Vicious Pyromancer combined with cheap spells and buffs. First of all, these ligaments help in aggressive fights.

If the Priest is behind in slow matchups, often his only hope is to put a big threat on the board, buff it with everything he has, and hope that the opponent can't get it off the board with removal or his own threats.

Combo Priest's gameplay constantly presents you with a ton of options and potentially good moves. Find the best one - Herculean task. Below you will read about typical actions in the early, middle and late stages of the game.

Start of the game (moves 1-3)

The best start for the Priest is to put the first drop on the first turn, and buff him with a Pair of Hands on the second. Can serve as the first drop Northshire Cleric and Guardian of Light, and with Coin - Wounded Tol'vir ideally, but they will also do Vicious Pyromancer, And Ritualist from Neferset, if you can buff them with a Pair of Hands on the second turn.

If you can choose between different creatures on your first turn, choose the one that is more likely to survive your opponent's turn. If you go first, Northshire Cleric practically invulnerable in most matchups, slightly weaker than Guardian of Light. If you go second and your opponent places his second drop, choose a creature that won't die from an attack or at least trades 1 for 1.

On the next move, ideally give a Pair of Hands. There is also an analogue from other cards - Word of Power: Shield + Inner fire- this is also a good move. You can even contact to the divine spirit, if this buff helps the creature not die. Keeping him alive and not exposing him to key moves is extremely important.

If there is no buff, place a second threat or, as a last resort, play a hero power. But if you can restore the creature's health with Ritualist from Neferset, always choose it over hero power.

Try to make sure that the enemy cannot clear your half of the table with his own and with the help of key removal spells available to his class. You must know about them if you plan to play Combo Priest.

Although in a matchup with Control Warrior you need to take care of parts of the combination, in this situation you need to play as quickly and aggressively as possible. Give the Guardian of Light the Word of Power: Shield, and then Inner fire and go "in person". The Warrior will take the 4/4 threat only with an exchange Eternium Rover And Powerful shield strike, which is unlikely.

Another option is to exchange and bet Ritualist from Neferset or giving a hero power isn't so good because you'll be vulnerable on top of that Powerful shield strike, but in addition to Warpath. Plus everything Ritualist from Neferset- bad target for Psychopomp.

Mid game (turns 4-7)

By turn four, the Priest can make an insanely powerful move with Psychopomp or High Priest Amet.

Psychopomp is especially powerful if you've already set it up by playing only Wounded Grunt or Wounded Tol'vir. You can also just hope that Psychopomp will resurrect them.

High Priest Amet- an insanely strong card that is difficult to play correctly. Often putting him on turn 4 in tempo is a good idea. For example, if the opponent has previously given away a lot of removal, or the table is empty, or there is no other good fourth move. Usually High Priest Amet, which is not immediately killed, automatically brings victory. Afterwards you can play any buffs on him and pose any threat.

If everything is good and you are leading, by the middle stages of the game you can already think about finishing the game: buffing the health of threats to the required values ​​so that in the future you can give them a Coup or Inner fire. You can also simply kill the enemy with several medium creatures under a Pair of Arms or Wounded Grunts.

In the middle stages you will have to decide how soon you plan to finish the game. If powerful moves are available with Northshire Cleric And All around healing, you can plan to enter the late game: there will be enough resources for pressure. If your hand is already drying up and empty, plan a final attack - even if it is a risk.

If the situation is difficult, rely on moves with A furious pyromancer, and if they're not available: just tempo any big threat and give it as much health as you can. Take a risk and count on your opponent not to respond to such a threat, even if there may be some removal in hand.

Late stages of the game (after turn 8)

Combo Priest can feel comfortable in the later stages if there are a lot of resources in hand. Systematically put pressure on your opponent, playing with removal spells and not exposing too much. Deplete his hand, try to catch the enemy in the absence of key cards.

If you went through the deck too aggressively, by 8-10 moves you may already be left without cards. Never be afraid of an “overdraw”: almost all the cards in the deck perform a similar function, so losing a few is not too serious a problem. But don't kill yourself with fatigue damage - it can be easy to overdo it.

If you have few resources in your hand, confidently go on the final offensive: create a huge threat or several in the hope that the enemy does not have the key removal. By the late stages of the game, you should have significantly depleted his hand and already lured out a sufficient number of answers, and you should not be afraid of top decks in almost all situations.

If you play around AoE, it is useful to save in your hand High Priest Amet along with several other creatures. They will perfectly replenish the board after the opponent gives Brawl, Twisting Nether With Zephrys the Great or other ultimate removal. High Priest Amet works best with Psychopomp and Guardian of the Light.

Many slow decks are stronger than Combo Priest in the later stages of the game, so at some point taking risks and going aggressive is necessary. Usually this moment comes before the later stages, but it will most likely happen in the late game.

By turn 10, many opponents can cause a lot of problems for the Combo Priest. Warriors will have Omega Destroyers and Omega Conveyors, Hunter will have Zul'jin, and Mage will have Yogg-Saron's Puzzle and Kalecgos. These are all too strong cards that you can hardly handle. To avoid facing them, plan to end the game on moves 8-9 or hope that all of the above did not go into your opponent's hand, but this is not such a reliable plan.

Knowing typical situations is useful and necessary, but Hearthstone is unpredictable and complex, so no one can describe everything. In this section you will read general rules and recommendations on the intricacies of Combo Priest gameplay. They will help you take right decisions in any situation, regardless of the opponent, move and other conditions.

Know what your opponent is playing

This advice is relevant for any deck on the ladder, but especially for Combo Priest. Tempo Rogue or Control Mage can often afford to play their game without paying much attention to the opponent's actions. For Combo Priest, everything is completely different: interaction with the opponent’s played and potential cards is everything for the archetype.

When choosing a Combo Priest, carefully read the latest meta-reports: what archetypes are playing, what technical cards and removal spells are in their builds. First of all, you are interested in silence effects, mass clears, and ultimate removal spells like Hex or Polymorph. It's also useful to know how much damage your opponent can deal from an empty board or with their threat buff.

Make moves that are inconvenient for your opponent

Knowing all the information above is critical because the entire gameplay of Combo Priest is based on the rule: make moves that the enemy cannot find an answer to. If such moves are impossible, make a move that is least likely to be responded to by your opponent.

This is especially important for Combo Priest, because all 30 cards in the deck cost 0-4 mana, so you can play anything by 3-4 turns, and what to play is difficult to decide.

If you don't know which first drop to place, think about which opponent is less likely to kill. You don’t know whether to heal a creature, give a buff, or add a new one - think about what the enemy plans to do on his turn, what his best options are. Beat them, try to make sure your opponent's best move doesn't punish you.

Examples:

— Best fourth move Control Warrior - Restless Mummy. It is almost certainly in your opponent's hand if he has previously played Town Crier. - Try to place a table with which Restless Mummy won't cope.

— The best sixth move of Renault Mag - Relicologist Reno. Try to put a total of more than 10 health units on the table.

— The best fourth move of the Mage is Transformation. Try to put two minions on the board to reduce the risk of this removal.

Safe play and risks

Knowing what an opponent can do with a perfect hand is important. But it’s wrong to play all the cards in your opponent’s deck: he won’t have 30 cards in his hand and almost certainly won’t have all the answers to any of your actions, although sometimes this happens.

The logic here is simple: you will never beat a Control Warrior with a perfect hand, you will never beat a Reno Hunter who found Zephrys the Great, Frost trap, Kill shot, Trap Plate, and later Zul'jin and Lizardmaster Brann.

It is important to find a balance: you need to beat the most likely moves of the enemy, but not rare or ideal ones. Often several cards perform a similar function. For example, one creature 20/20 Hunter can remove from the table not with one card in the deck, but with several - they are listed above. If you haven't seen any of this and have one big threat per party, it's almost certain that Rexxar will have at least some response to the 20/20 threat, so it's not a good idea to immediately give all the buffs to the first target.

The difference between a safe and risky game is the game situation. The better it is for you, the safer it is to play. For example, play the combination Zephrys the Great + Brawl on turn 7 if there are a lot of threats on the board. Leave your hand with some way to replenish the table after to play reliably.

The worse the situation, the more often you need to take risks. In the worst cases, the Priest puts a big threat on the board, buffs it with everything he has, and hopes that the opponent doesn't find any removal and leaves the creature on the board, then you end the game.

The line between bad and good situations, risky and safe play is blurry and individual for each user. Important gaming experience: Only the most experienced players can determine the right moments, when to take risks and when to play safely. Ideally, no one can do this, but everyone should strive.

The match-up with Tempo Rogue dragged on and clearly did not go according to plan. The final attack is to place the Servant of Pain and give it all possible buffs in the same turn in the hope that the Rogue will ignore this threat or be forced to trade several sources of attack with it, giving you new cards. There is a second Stun in the hand or deck, but it is no longer possible to play back from this removal in such a difficult situation.

If Rogue doesn't do anything with the 3/14 threat, you can end the game with a second Pair of Hands buff and a topdeck. Inner fire- the chance of this is 13.3%, which is good in such a difficult situation.

As a result, Orange decided not to take risks and exchanged with the Servant of Pain, considering that the left card in the Priest’s hand, which he had not played for many moves, Inner fire or Coup.

Read your opponent's hand

When choosing between risk and safe play, you must rely not only on the general game situation and knowledge of your opponent's cards, but also on reading his hand. What cards may be there, and which ones are for sure.

Since the Priest almost always plays number one, he often forces his opponent to somehow respond to the table. Think about your opponent's ideal responses. For example, if there are several large and dangerous threats on the board, the Warrior will probably want to give Brawl. If he had the perfect moment to play this card, but did not play it, then there is no Brawl in his hand and there is no need to play around it. Yes, the Warrior can “topdeck” her, but the chance is not so great, you can take this risk.

Reading your opponent's hand is another complex element of gameplay that few people master well. But it's critical to Combo Priest, an archetype that interacts with your opponent's cards like no other.

How to play High Priest Amet

High Priest Amet- one of the best, if not best card in the deck. If you put this creature on the board, it is almost always correct to give all the health buffs to it, even if you are playing the slowest matchup. After the buffs, play available creatures from your hand. It's never a shame to give away Circle of Healing and other healing effects if they increase the health of this creature and all those placed further.

Please note that the effect High Priest Amet triggers before the creature's warcry. If you put them next to Ritualist from Neferset, this second drop will gain health High Priest Amet before his health is restored. And if High Priest Amet With 4 or less health, Wounded Grunt and Wounded Tol'vir will kill themselves with battle cries.

In general, self-damaging creatures don't play well with High Priest Amet. The best synergies are Psychopomp and Guardian of Light. Surely the Servant of Pain and Northshire Cleric under powerful health buffs.

When to bet High Priest Amet- the question is complex. Combinations in the later stages with him are crazy and strong, but often you don’t have to wait for them, and High Priest Amet can be played at a pace of 3-4 moves. Later it is better to combine it with some buffs and creatures.

Place High Priest Amet at pace if:

— There is no other acceptable move in the hand

— The opponent can’t respond to a 2/7 creature

— There is little chance that the opponent will respond to a 2/7 creature, because he gave removal spells to other threats earlier and now has few resources in his hand

— There are chances that your opponent will respond to a 2/7 threat, but everything is bad and you need to take risks

Don't play at pace High Priest Amet possible if:

— Are you planning to combine it with Divine spirit and any creature, and your opponent will never cope with such a table

— There are better moves or the same strength

— You are afraid of the ultimate AoE, and High Priest Amet will serve in a good way put the most dangerous threats on the table again

Creature Graveyard

Psychopomp works with creatures that died on your side of the table - otherwise known as the creature graveyard. The game client does not display in any way what died on your side of the table, so you need to remember this or install the additional “Graveyard” plugin to the previously installed DeckTracker.

Please note that a creature must die on your side of the table to go into the graveyard. If it gets stolen Mental Technician, Dark Madness, will turn Hex, Polymorph, return Sap to hand, and so on, the creature will not go to the graveyard.

Knowing what Psychopomp will give is always important, and especially in the early stages of the game, while there are few creatures in the graveyard and Psychopomp can be controlled. The best targets for resurrection are Wounded Grunt, Wounded Tol'vir, High Priest Amet. Often - Servant of Pain, Northshire Cleric.

We kill the enemy with the Guardian of Light

Guardian of Light isn't always a good first-drop, especially if you don't have Pair of Hands or Power Word: Shield in your hand, but this creature's power doesn't drop off in the later stages.

The Guardian of Light is especially strong if you can give her a lot of health with targeted buffs or High Priest Amet.

Circle of Healing and Ripple of Light can quickly and significantly buff the Guardians of Light's attack, so this first drop can be an excellent finisher in any matchup.

What to do with mute effects

Dumbness and Mass dispersion sometimes useful on their own if the opponent plays a lot of buffs, deathrattles or taunts. In these cases, the effects of silence help to pull off OTK or significantly gain tempo. There should not be any particular problems with their use.

It is more difficult to determine the moments when Mass dispersion you need to give it tempo to bust the deck or slightly weaken the enemy's threat. This is usually done if your hand is low on cards, there is no other good move, or there are already enough threats on the board so you wait for an AoE or win.

Silence often needs to be played with A furious pyromancer to clear the opponent's table. In rare cases, it can be used to deactivate your opponent’s debuffs: Equality, Submission, freezing effects.

How to properly manage buffs

A Pair of Hands and Power Word: Shield can almost always be played for tempo or extra pressure. There is no need to feel sorry for these cards, since their potential varies slightly depending on the goal and stage of the game.

Much more difficult with Divine spirit, Inner fire and Coup. These spells will be at their best as finishers or in conjunction with High Priest Amet.

Usually, to complete the game, buffs are kept in cases where the opponent has a lot of targeted removal and silence effects that ignore buffs. If you're confident your opponent's deck isn't playing these removal spells, doesn't have them in their hand, or you're willing to take the risk, use buffs early even if they don't end the game.

In tempo matchups, situations like this happen often: don’t skimp on buffs at all, give them away even to get a slight tempo advantage.

Inner fire and Coup can also be played to weaken enemy targets. Don't hesitate to do this if you have another copy of these spells in your hand. Flip also works well with Vicious Pyromancer: it activates the AoE proc and allows To the Furious Pyromancer give AoE three times before you die.

What to do with healing effects

Hero Power, Circle of Healing, and Ripple of Light are powerful cards with a number of functions. It is almost always correct to combine these cards with Northshire Cleric, Guardian of the Light or A furious pyromancer. But they have other uses too.

If you don't have these super-powerful combos in your hand, it's okay to give up a heal for Wounded Grunt, Wounded Tol'vir, or another large but damaged target. This will give you a tempo advantage, which is especially useful against aggro. It is almost always important to treat the injured High Priest Amet.

Positioning creatures on the table

Not the best important element gameplay. Especially when taking into account the mass of other more important concerns of the Combo Priest. Moreover, the Combo Priest does not often have 3 or more creatures on the table. Still, creature positioning is important and can affect the outcome of the game, so don't forget about it.

The only card that affects positioning is Ritualist from Neferset. Place two damaged targets together or those threats that will take damage first. These are usually the two most important and dangerous creatures, e.g. High Priest Amet and Guardian of Light.

Match-up with Control by Warriorconsidered difficult, but it is not so hopeless. The Priest can get a serious advantage from the start: on turns 1-3, Garrosh has no effective means of fighting for the table, so you can make tempo and powerful moves, implement buffs and inflict damage on the enemy. It is important to knock down the Warrior's armor so that he does not realize Shield Slam.

By turn 4, put more than 6 health units on the table to beat Restless mummy. Don't be afraid to set a tempo High Priest Amet, but try to remove other threats from the table that would help Restless mummy trade with a 2/7 creature.

By turn 5, defeat Zilliax and Explosivebot first. A brawl is not so scary if there are 1-3 medium or large creatures with a high health indicator on the table. Try to save Divine spirit And Inner fire to end the game, in which case the Brawl will always be less scary if at least one large creature survives.

The problem will be Furious Punishment, but there is often no need to play the card: Warriors only have one copy of it, and sometimes not at all. It's better to focus on not getting punished by Warpath and Brawl.

Build your deck more aggressively, you will need a lot of resources to deplete the Warrior's removal spells. As soon as the Warrior plays Mad Genius Boom or reaches 10 mana, play especially aggressively and riskily, here you can’t afford to play too much.

Bet on creatures with a large supply of health that will not be penetrated Omega Destroyer And Shield Slam from 5-7 Warrior armor. Any major threat will be a headache for the Warrior. Don't forget to beat the Super Collider with correct positioning. This is usually not so easy, since the Priest's threats have more health than attacks.

Deplete the Warrior's resources, catch him in the absence of, first of all, Brawl and Furious Punishment. Once you realize that these tools are not in your opponent's hand, go on the offensive without fear of top decks.

Save Silence or Ritualist from Neferset- this is a good move at 2/5 High Priest Amet, but not optimal. There are few resources left in your hand and there is no draw, so you need to play more greedily and to win. Restore your health To the High Priest Amet and give it to him Divine spirit. The Warrior's only response to such a move will be Furious Punishment in combination with Super collider, which is unlikely. On turn 6 you can play another Divine spirit and only after Psychopomp.

Even if the Warrior kills High Priest Amet If you are furious, you can count on the resurrection of 2/7 legendaries with the help of Psychopomp - this is an unlikely scenario, but justified in such a situation .

Match-up with Aggro Warriorlargely decided in the first moves. If you can take over the table and trade profitably with your opponent’s threats, you will win. Do not leave dangerous creatures with incomplete health on his half of the table, prefer to exchange. Give health buffs to threats with 3-4 attacks, but no less. Otherwise, almost all of the Warrior’s threats will be able to profitably trade without dying, and this is the worst scenario in the fight. If the situation is dire, bet on Wounded Tol'vir under healing and all available buffs. Even one large provocateur will save you from any attacks of the Warrior: he is capable of causing damage only with creatures and weapons.

Renault Mag- can play Transformation, especially if you have already taken Legend or are close to it. In any case, this is only one copy of the card out of 30, so there is little point in respecting or fearing it. Still, try to put 2 threats on the board by Mage's turn 4.

Bet on large threats with a large supply of health: they are difficult for the Mage to deal with. By turn 6, put enough stats on the table to survive Relic scholar Reno.

A realistic way to beat the early Zephrys the Great No. By move 7, keep Brawl in mind, by move 10 - Twisting Nether. Also by 8-10 moves Magoo will be available Yogg-Saron's Puzzle, ideally to finish the game before this moment, but you can take a risk in the hope that the Mage will be unlucky by 10 spells.

Keep Silence effects to counter Doomsayer in combination with Freeze effects. Silence can also be given to your frozen threat if it helps deal lethal damage. But do not forget that all buffs will disappear from the creature.

Control Mage- also dangerous by the Messengers of Doom, but plays Transformation less often and definitely doesn’t play Zephrys the Great And Relic scholar Reno, what is beneficial for you. But classic AoE removal and freezes will become more stable, so you need to play them more often.

Combo Priest got his moment of glory in Saviors of Uldum, but it didn't last long. All that remains is to wait for the nerf of Pair of Hands and see what happens to him next. In the meantime, you have the weekend to enjoy the deck at its peak.

Thanks for your attention, and good luck.

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Guide sections


Introduction

High Priest Amet, as it turns out, is one of the strongest cards in the expansion! Combo OTK Priest on Amet is the strongest Priest deck in the Saviors of Uldum expansion. Don't believe me? All the evidence is given in the video below.

The deck turned out to be truly crazy and crazy, it is very difficult to play and it is quite easy to miss the fly, however, this does not prevent you from winning. If you are not used to playing on this type of deck, then we put it in your good hands.

High priority

Northshire Cleric

Wounded tol"vir

Guardian of the Light

Low priority

Power Word: Shield

High Priest Amet

A pair of hands

Winrate of Combo Priest


More details about win rate

Try to defend with creatures for initial game, buffing, healing and exchanging in your favor. Remember that the deck has a lot of healing, so you can keep the creature alive for a long time. Ripple of Light will help against token decks, works great in conjunction with Vicious Pyromancer, which, by the way, is very important against aggro and helps clear the board even for several turns - if the enemy cannot kill him. If possible, try to expose as early as possible High Priest Amet and start buffing him, simultaneously introducing creatures. Psychopomp under High Priest Amet a terrible combination, after which the opponents give up. Always check if you have flown through the Guardian of Light!

Here we recommend not to throw buffs at small creatures. Cheerfully put your creatures on the table and “wear down” your opponent until you get the opportunity to put High Priest Amet, and buffing him. Afterwards, we play Psychopomp and prepare to fly through Divine spirit And Inner fire. If the enemy has provocations, use Mass dispersion. And don’t forget about the combination through the Guardian of Light, it’s easier to buff it here than even in hill zlock.


Thanks for the information provided

Combo Priest was one of the few archetypes that was directly affected by the latest nerf patch. Reversing the cost of Pair of Hands to (3) mana destroyed the power of Northshire Cleric, which was put on the board on turn 1 and buffed with Pair of Hands on turn 2. Bwonsamdi, Loa of Death acted as a replacement for one copy of Pair of Hands in these decks. Along with several other accompanying changes to the archetype, this has kept Priest at the top of the meta.

Bwonsamdi, loa of death

Bwonsamdi, Loa of Death costs (7) mana and is a 7/7 minion that draws minions from the deck for (1) mana until your hand is full. This allows Combo Priests to draw their Northshire Clerics and Guardians of Light from their deck.

Bwonsamdi is designed to strengthen the priest in the mid and late game, as well as test the opponent for threats. It can rid your deck of extra creature cards to get you closer to drawing the combo pieces you need. Northshire Cleric also allows you to speed up the cycle of going through cards in your deck.

Since Northshire Cleric is a priority target in this deck, the opponent will kill him at the first opportunity. In this case, you will have a disadvantage in drawing cards because it is unlikely that both clerics will come in synchronously naturally. Thus, Bwonsamdi provides additional card draw. Also, as a 7/7 creature, it can become part of a combo using Inner Fire if the opponent leaves it on the board.

Auxiliary cards

Bwonsamdi's effect requires the deck to have multiple minions for (1) mana. Before the Pair of Hands nerf, some decks only contained Northshire Clerics as such creatures. Now the Guardian of Light was needed, and the players added the Cheerful Companion.

Cheerful Companion is a good card for drawing her Bwonsamdi in the late game. At the turn 8 stage and beyond, Priests will want to attract a minion to enhance their Inner Fire combo. A cheerful companion gives the creature an additional 2 health units. This effect allows you to maximize the value of Divine Spirit before casting Inner Fire or Upheaval.

These cards in the deck replaced Ripple of Light and 1 copy of Servant of Pain. Acolyte of Pain is a great replacement because its effect offsets Bwonsamdi.

Suitable opponents for Bwonsamdi to enter the game

Bwonsamdi is very important map in medium pace matches.

Against aggressive decks, the game is usually decided before turn 7, even if the match is not technically over. Control decks can usually counter Bwonsamdi and what follows.

Druid Quest Decks That Struggling With single goals, are excellent candidates for Bwonsamdi on turn 7 if they can survive the combo priest's powerful early game. In a Combo Priest mirror match, a real battle can take place, with both players doing a full cycle or not doing one at all. Bwonsamdi alone may be enough to take your opponent out of the game.

In any match, this card is undesirable at the mulligan stage. This is the card you'll want to take when you're short on other cards. It will be nice if in the early game you do not have time to draw all your creatures for (1) mana. The deck is not suitable for maximizing the value of Bwonsamdi, considering that it only contains 6 creatures for (1) mana.

Bwonsamdi, Loa of Death was a welcome addition to the Combo Priest archetype because Pair of Hands no longer provided the insane tempo. World Champion Casper Notto (Hunterace) demonstrated the justification for this inclusion by proving his strength in Hearthstone tournament Grandmasters and stating that this deck is on this moment is the best for the game.

Deck code:

AAECAa0GBqUJ+wzl9wLQ/gKnhwOppQMM+ALLBPYH1QjRCtIK8gz3DK+lA9KlA/2nA4SoAwA=



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