- Uldum Heal Priest
Uldum Heal PriestLast updated 1 year, 1 month ago
- Archetype Quest Priest
- Format Wild
- Deck Type Ranked
- Views 3325
- Crafting Cost 10120
- Your Cost 10120
Notes after playing a bit: I've now played quite a few more games than before, and it seems like the deck should be decent, but I'm not winning with it all that often. I know I'm definitely making misplays, and that's part of it, but it often just doesn't get there. A lot of the time, it seems to be because opponent RNG gives them good answers. Meanwhile, our deck has no RNG. I think that about sums up the state of this deck. And reminds me why I don't really like hearthstone much these days.
The idea here is pretty simple: complete the healing quest, and abuse the insanely strong hero power on solid minions. Very important note: given that this is a healing quest, you do NOT need to necessarily play the quest on turn 1. You can wait and play for tempo. You just need to play it before doing any actual healing.
I think the Nightscale Matriarch will be pretty crucial for late game, when all that healing we have in the deck has already completed the quest, but we still have it. This dragon will be insane with all this healing.
We're focusing on minions to heal with battlecries as much as possible, so that means less of the healing spells, and no wild pyromancer.
I think the core cards (non-negotiable, must include) are likely to be:
Activate the Obelisk (obviously)
Crystallizer (self-damage, and solid early unit)
Penance (removal and healing both)
Hench-Clan Shadequill (VERY strong body, which can trade with almost anything early, AND does healing if it is killed)
Nightscale Matriarch (provides a potentially endless stream of minions in the late-game, as buff targets)
Injured Blademaster (very strong body and early healing target)
Potion Vendor and Squashling are probably not required inclusions, but my initial impression is that they are good.
Honorable Mentions - cards I considered, but not using for the first iteration of this deck idea:
Power Word: Shield - wasn't sure what to leave out, and it's a spell, not a minion.
Injured Tol'vir - I failed to open literally any of these in my packs so far, and I'm not going to craft them.
Damaged Stegotron - might be a bit too expensive; but on the other hand, it IS a mech, and we have a Zilliax in the deck. Hmm. This one might require more careful thought.
Lady in White - this is probably too slow, and it has negative synergy with the Squashling and Zilliax, but otherwise it seems pretty good. Might be a good inclusion, maybe - but probably too slow.
Barista Lynchen - might be an excellent source of card draw, given 10 minions in this current list have battlecries. But leaving it out for now, because it might be too slow, and more importantly, I don't own it. She would be insanely good if you could land her on a board full of squashlings, but I doubt that is ever going to happen.
Imaginary ideal curve out:
Turn 1: Crystallizer
Turn 2: Activate the Obelisk + Northshire Cleric
Turn 3: Hero power (???) not exactly ideal (coin + Bone Wraith if you're going second)
Turn 4: Hench-Clan Shadequill
Turn 5: Value trade using Hench-Clan Shadequill, then heal it and an Injured Blademaster to full using a Neferset Ritualist (healing counter = 7-10)
Turn 6: 3x Squashling for 6 more healing (healing counter = 13-16), possibly finishing the quest.
Turn 7: Nightscale Matriarch + Circle of Healing - let the shenanigans begin
Possible idea for improvement: Bloodmage Thalnos + Archmage Vargoth in place of .... something that has two copies. Not sure yet what. But I've already had several times that I wanted Holy Ripple to deal 2 damage. Both of these cards would make that happen.
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