The priest is cool. When I first started playing it, I was intrigued by it’s ability to buff cards. Unfortunately, the key card for that is not a basic card (Inner Fire). You should get it early enough once you start earning gold. Still, the priest has some strong direct damage spells and the hero ability is a heal a target for +2. Let’s see what we can do here.
I left out Holy Smite. While it has good value doing 2 points of damage for 1 mana, I just felt like I would rather have a minion who could do that. For reasons. Devious reasons. You’ll see!
Priest Cards: 2 of each unless otherwise noted
1 mana– Power Word Shield: For one measly mana, give a minion +2 heath, draw a card. This is a very powerful spell. It can be the difference of a minion surviving a round or two or not. Plus you get to draw a card.
Northshire Cleric: This little card will draw more aggro than probably any other 1/3 minion in the game. I have seen players hurl 6 damage fireballs at it. It’s crazy. It works well with Power Word Shield. Once you get Inner Fire, you could use it on your buffed Cleric to wreck all kinds of havoc.
2 mana– Divine Spirit: Double a minion’s health. I only included one of these because it’s kind of quirky and without Inner Fire, it can leave you with a tough minion with not much attack. The idea is to boost up a high stamina minion and then use the Inner Fire to make it a fricken beast. I have a plan to still make a formidable combo.
Mind Blast: A spell that does 5 damage to the enemy hero. Pretty damn great for 2 mana. You can boost this up with minions who add + damage to spell power.
Shadow Word Pain: A spell that will destroy a minion with 3 or less attack.
3 mana– Shadow Word Death: A spell that will destroy a minion with 5 or more attack. Your opponent might wait until you use both of these cards before they put out a big minion. You might notice that there is a small gap between the Shadow Word Pain and death cards. This is the 4 attack minion. Those cards can be tough on a priest.
5 mana– Holy Nova: A spell that does 2 damage to all enemies, restore 2 health to all friendly characters. A very nice spell, especially if you boost it up a little.
10 mana– Mind Control: This is a nasty spell that will allow you to take control of an enemy minion. I only included one of these in this deck for two reasons: It costs 10 mana to play it, and if your opponent is playing all little minions, it’s not really worth it. That and you will probably be dead long before you have the mana. If you love the card, feel free to add the other!
Basic Neutral Minions: 2 each unless otherwise noted.
1 mana– Elven Archer: 1/1 minion that has a Battlecry: Do 1 damage. This damage can be dealt to any character, friendly or enemy. Remember this. Normally you want to save this to take out a minion or to use it to damage one of your own minions, and trigger an enrage* effect.
2 mana– Acidic Swamp Ooze: 3/2 minion with a Battlecry that destroys your opponents weapon. Always good to have at least one of these handy. If your opponent doesn’t play a class that has weapons, feel free to use it early. Otherwise you want to save it.
3 mana– Ironforge Rifleman: 2/2 minion with a Battlecry: Do 1 damage.
Shattered Sun Cleric: A 3/2 minion with a Battlecry: Give a friendly minion +1/+1. Save this for either your Northshire Cleric, Gurubashi Berserker, Reckless Rocketeer or Wolfrider if you can.
Wolfrider: 3/1 minion with Charge. Pretty much lets you attack without waiting a round. If you have a Power Word Shield or the Shattered Sun Cleric, try to combo those if you can wait.
4 mana– Sen’jin Shieldmasta: A 3/5 minion with Taunt. You could buff this card up if you need to and then heal it up as it takes damage.
5 mana– Gurubashi Berserker: 2/7 minion that adds +3 attack every time it takes damage. This bad boy is what the archer and rifleman are for. Note: Don’t do the damage to it until next round when it can attack. Otherwise you risk wasting those damage cards. Do feel free to buff it up with Power Word Shield or Divine Spirit.
6 mana– Lord of the Arena: A 6/5 minion with Taunt. Nothing fancy. Brute strength.
Reckless Rocketeer: A 5/2 minion with Charge. Feel free to buff this guy up and keep him around longer.
This concludes our Basic Priest deck. May you frustrate and defeat all your opponents!
Battlecry: An “on use” ability that happens when you play that minion.
Taunt: Forces enemies to attack this minion before another is physically attacked. Doesn’t work with spells and some hero powers.