Control Priest Deck List Guide – Post-Nerf Boomsday – November 2018

Control Priest Deck List Guide – Post-Nerf Boomsday – November 2018

Our Control Priest deck list guide goes through the ins-and-outs of this popular deck from The Boomsday Project expansion! This guide will teach you how to mulligan, pilot, and substitute cards for this archetype!

Introduction to Control Priest

Control Priest is an archetype nearly as old as the game itself. Anduin was always the Hero with tons of defensive capabilities, reactive cards and ways to control the game in general. However, for the most time, it just wasn’t cutting it – the class needed some extra quirk. For a long time, powerful Dragon synergies were that quirk. However, losing Drakonid OperativeNetherspite HistorianBook WyrmDragonfire Potion and a few other powerful options mean that the deck needed something more than just Dragons to win.

However, a while before the rotation, another Priest deck has proven that Shadowreaper Anduin can deal lots of damage over multiple turns. While the deck I’m talking about (Highlander Priest) had free Hero Powers thanks to Raza the Chained, a very powerful offensive capabilities of Shadowreaper Anduin were still notable even without the other part of the combo. While neither of those themes was viable by itself – one because of the rotation and other because of the nerf, players have combined them together to create Control Priest. A Control deck with a burst finisher.

Boomsday Project Control Priest Deck List

Deck Import

Check out alternative versions of this deck on our Control Priest archetype page!

Control Priest Mulligan Guide

VS Fast Decks

Higher Priority (Keep every time)

  • Northshire Cleric – In the worst case scenario, a 1 mana 1/3. In the best case scenario, it might draw you some extra cards or stop your opponent from developing a 1-drop (possibly even 2-drop) because he’ll be scared of you drawing.
  • Wild Pyromancer – If you get some early spells, you can combo them with Pyro for some AoE. And if you don’t, it’s still a body you can drop on T2 if you need.
  • Duskbreaker – #1 priority vs Aggro, your only mid game board clear, but an amazing one.

Lower Priority (Keep only if certain conditions are met)

  • Power Word: Shield – Great keep, but only if you have some minions already. This deck is pretty low on early game minions, so if you don’t get them, it can sit dead in your hand for a while, which you don’t want.
  • Acolyte of Pain – Good with some other early game plays. It’s an okay T3 play, but not exactly one of the cards you’re looking for.
  • Gluttonous Ooze – Against decks running early weapons.

VS Slow Decks

Higher Priority (Keep every time)

  • Northshire Cleric – While you won’t always play it on T1, you should be able to get some nice draw value from it quite quickly. And you really want to cycle.
  • Power Word: Shield – It’s easy to get PW:S value vs slow decks than vs fast decks, since you don’t always have to drop minions on the curve and minions have a higher chance of sticking in the early game. Oh, and you really want to cycle.
  • Acolyte of Pain – Just like above, you want to cycle.
  • Twilight Drake – Drake is a good play on T4, you can usually start dealing some mid game damage already or at least force out a removal quite early.

Lower Priority (Keep only if certain conditions are met)

  • Twilight Acolyte – Against decks running early big minions, such as Even Warlock.
  • Duskbreaker – In certain matchups in which you might need early/mid game board clear. E.g. it’s good vs Shudderwock Shaman.

Control Priest General Strategy

Vs Aggro

Games versus fast decks are basically all about surviving. You don’t have to worry about anything else – if you survive and still have some resources left (which you should given that you run a slower deck than they do), you win the game. In the late game, you have multiple ways to clear board, heal up etc. so it doesn’t really matter what they do.

However, you’re very vulnerable in the early game and possibly in the mid game unless you draw Duskbreaker. You need to do your best to constantly clear the board and try to not take too much damage if possible. Your early game is, frankly, really weak, but you still want to drop some minions. Northshire Cleric is the only 1-drop in your deck, but it can get some serious value. It can trade into most of the 1-drops without dying, which means that you will be able to heal it up and draw. And drawing is important – the more cards you draw, the higher the probability of you getting T4-T5 Duskbreaker is. The only card which counters Cleric on T1 is Flame Imp – that’s the matchup in which you might not want to drop Cleric when going first unless you have a Power Word: Shield to buff it.

Wild Pyromancer is another important card. Since you don’t run THAT many cheap spells, you will rarely do more than 1-2 AoE damage, but that’s still good enough most of the time. T3 Wild Pyro + PW:S is the most common play, putting a 3/3 on the board and dealing 1 AoE damage to everything. Do it if it clears some minions. If it doesn’t, you can keep it until you draw more spells. On T4 you can add another PW:S (but that’s a real high roll), and on T5 you can add either Shadow Visions or Divine Hymn.

Once you star rolling your AoEs, there’s basically no stopping. Wild Pyro + spells, DuskbreakerPsychic ScreamPrimordial Drake. You have anti-Aggro turn after anti-Aggro turn as long as you survive. Giggling Inventor can also be used to stall the game on T5, which is probably your most awkward turn, since you have no real 5-drop.

Cabal Shadow Priest is insane vs Aggro. You can usually snatch a solid minion (like a 2/3) for yourself. It provides a great swing – it both removes minions from your opponent and creates some solid board presence. Later in the game you can combo it with Twilight Acolyte, although that isn’t relevant very often against Aggro.

Shadowreaper Anduin is an interesting case. Sometimes you actually do not want to play him. Definitely do it if you’re at high health total, because damage Hero Power will make the board control even easier. But if you’re pretty low (but not dangerously low), keeping your regular Hero Power will often be a better option – healing for 2 per turn is important against some decks, such as Tempo Mage. That said, Anduin is still okay for “burst” healing – you can use him to gain 8 Armor. And of course, he’s good if you can hit a big minion you wouldn’t be able to clear otherwise. Another option to burst heal yourself is Divine Hymn and – of course –Alexstrasza. The last one is what often seals the game vs fast deck. If they get you down to let’s say 5-6 health and look to finish you next turn, getting back to 15 with Alex and putting a huge body can seal the game.

In the late game, once you stabilize, you usually have the board control. In order to win, just keep trading and hit your opponent with whatever minions you have left. Sometimes it might take multiple turns to kill them, but that’s not a problem. If you’re at high health and you have some burst in your hand, you can also go all-in and hit face with everything, especially after you’ve already turned into Shadowreaper Anduin. Setting up a 2 turns lethal is good, because it doesn’t give your opponent time to maybe make some weird comeback plays, however unlikely those might be. Still, don’t take any unnecessary risks – if there is even a slight chance that your opponent will kill if if you leave the board, clear it.

Vs Control

Games vs Control are played way differently than those vs Aggro, but are also pretty straightforward. You have a clear game plan you want to perform in most of the matchups.

Most importantly, you want to cycle through your deck as quickly as possible. Try to get some Northshire Cleric and Acolyte of Pain value – ideally you want to draw more than 1 from each of those. Both of those actually combo quite well with Wild Pyromancer. If you have Acolyte on the board, just playing Pyro and casting a few spells is amazing. With Northshire, Pyro + cheap spell + Divine Hymn is massive card draw – you draw 1 for each minion you have on the board. It’s even better if you manage to get BOTH of those on the board at the same time, although it doesn’t happen often.

Most of the slow decks don’t put too much pressure in the early/mid game, so you should be safe most of the time. However, if you face something like Even Warlock, Twilight Acolyte is really useful to deal with the early Giants. Without it, they will absolutely crush you – without Shadow Word: Death, you can’t answer them before T7 and Psychic Scream or T8 and Anduin. You can still try some stall tactics – e.g. playing Northshire Cleric and hoping that they trade into it (unlikely) or dropping Giggling Inventor and hoping that they can’t get through it.

Shadowreaper Anduin is almost necessary to win most of the slow matchups. Ideally, you want to play him on the curve, but it won’t always happen. Try to get him as quickly as possible, but in some matchups you might save him for the extra Battlecry value. Like against the Even Warlock I’ve mentioned – if the deck runs multiple 5+ Attack targets, then waiting until you can clear one with Battlecry is often a good idea. After you turn into Anduin, your game plan turns from stall & draw to burn. You have two ways to approach the burn strategy. First is slowly dealing chip damage to your opponent until you can finish him with even more Hero Powers or your burn cards. Unless you really have to kill something, your Hero Powers should target face. You should usually deal 2-4 damage to your opponent every turn, and that really stacks up in the longer game, especially if you face opponent with limited healing or Warlock with lots of self-damage.

The other strategy is an all-in burn one. You usually want to open with Alexstrasza and then kill your opponent next turn (or over 2-3 turns if he heals). Instead of just doing chip damage, you go all in on burn after Alex. Normally, you can deal 16 damage from your hand with 3x Hero Power and 2x Mind Blast. However, you might also be able to discover extra Mind Blast(s) from Shadow Visions. Then, depending on the situation, you can deal 19 burst damage or spread it over 2 turns for 25 damage in total (possibly 27 more if you have another cheap card to play for the last Hero Power).

As you can see, your strategy relies on dealing lots of damage to your opponent, but usually over a few turns. You don’t have any infinite combo, or way to truly OTK him. That’s why the deck is usually countered by the obscene amounts of Armor. Slow Druid and Odd Warrior matchups are bad, because they just run out of range and you can’t do much most of the time. In order to win those matchups, you really need Anduin on the curve as well as some chip minion damage to deal with the Armor. If you can keep their Armor in check with your minions, then Alex and burst them, that’s your way to win.

Psychic Scream is an incredibly important card vs slow decks, as it stalls the game and lets you survive for possibly even a few more turns. Ideally you want to use it vs a board with a few minions, especially if there are some small minions / tokens there too. Putting bad cards in your opponent’s deck is great. You sometimes even want to play your own Northshire Cleric or at least not trade any of your minions before playing it – the more small / useless stuff you shuffle into their deck, the better it is. This strategy is especially important if you play against a deck with one important card they really want to draw, so usually a combo deck (ShudderwockMalygos), but also let’s say Big Spell Mage (they can win only if they find Frost Lich Jaina – so you want to shuffle as much stuff back into their deck so they won’t find it). Most of the time, it might take 2-3 turns after the Scream to rebuild a decent board, and by that time you might already put some minions they have to deal with, so it’s generally one of the best cards after you’ve turned into Anduin.

Shadow Visions lets you discover extra copies of your cards. Depending on the matchup and scenario, each of the spells can actually be good discover targets. Generally, Mind Blast or Psychic Scream are best in the late game vs slow decks, but Power Word: Shield can be good if you need it immediately, Divine Hymn is good if you need healing or can combo it with Pyro and Cleric, and if you have only 3 different spells left in your deck, including Shadow Visions, you can sometimes deal extra damage by discovering Shadow Visions over and over again. This is especially useful if you’re running out of resources – this way you can deal 6 damage per turn without actually using any card.

The Twilight AcolyteCabal Shadow Priest is your best way to answer a single big minion. It works amazingly well vs The Lich King, which is a common T8 play from slower decks. Not only you deal with it, but you also get a great board and LK card yourself. You can also snatch something like your opponent’s Hadronox if they don’t immediately kill it. Stealing any bigger minion is great, because it’s a nice tempo swing. Now they either have to spend time and resources dealing with your board (during which time you might burn them with Hero Power if you’ve turned into DK already) or take lots of damage, and both options are good for you.

Control Priest Card Replacements

Control Priest is an average-high Dust cost deck. Most of the builds are in the 7-9k Dust range, and most of the cards simply can’t be cut. Still, I’ll go through the list and try to offer some replacements if possible.

  • Shadowreaper Anduin – Absolutely irreplaceable, your main source of late game damage. Control matchups would be unwinnable without it.
  • Alexstrasza – While it’s not AS important as Anduin, it’s still great. You can use it to set up your burst turn vs slow decks and to heal vs fast decks. It’s also a big Dragon for the synergies (it stays in your hand for a while, activating both Twilight Acolyte & Duskbreaker). You could run Holy Fire in her place, but it won’t be as good. You can also try another Dragon activator like Bone Drake or Ysera if you have her. Alternatively, use Omega Medic.
  • Shadow Visions – While not a key card, it adds a lot of consistency to the deck. There is no single specific replacement. You can try SilenceMass DispelHoly Fire, second Acolyte of PainOmega Medic or Scaleworm.
  • Gluttonous Ooze – Weapon destruction. Can be replaced with Acidic Swamp Ooze if you want the budget option. If you don’t, you can try Omega Medic.
  • Twilight Acolyte – It’s your main way to answer big minions, so Shadow Word: Death will probably be the best option, although it’s worse, since it doesn’t create a board presence. Also keep in mind that if you don’t run Twilight Acolyte, you also want to get rid of Cabal Shadow Priest. You CAN run Acolyte without Cabal, but not vice versa.
  • Cabal Shadow Priest – Cabal Shadow Priest is good, but not necessary. Try any of the replacements above.
  • Psychic Scream – You NEED Psychic Scream, the card is absolutely irreplaceable. It’s a lifesaver in most of the matchups and your only true, big AoE that can answer any board. Removing it is like asking to get crushed in the late game.
  • Primordial Drake – The thing about Primordial Drake is that it combines multiple things into one. AoE damage, Taunt, big minion that’s pretty difficult to remove, Dragon activator. There is no other card that does the same thing. You probably need to settle down for another Dragon activator, though, because without Drakes your Twilight Acolytes and Duskbreakers wouldn’t be consistent enough. Cobalt ScalebaneBone Drake or Ysera would be the best replacements.

Stonekeep

A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over four years of playing and three years of writing about the game, he has achieved infinite Arena and multiple top 100 Legend climbs.

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One Comment

  1. S2mikey
    August 30, 2018 at 3:17 pm

    This is a great guide. Im currently using a deck that does run a few different cards. I have one Mass Dispel whiich adds as extra card draw and can turn a board filled with buffed minions back into small threats. But I might cut it for a Cabal Shadow since she seems good. Gluttonous Ooze is another one that seems dead in hand quite often. It helps here and there but Im not seeing as many weapons as I used to. Some weapons have low attack so the armor gain is minimal. Im starting to worry too about Giggling Inventor. Evreyone is teching against that card it seems. But, Im afraid to cut it since it does slow down zoo/aggro decks nicely.

    Anyways, thanks for sharing this. I love the Mind Blast Priest archetype and want to make it work!

    Reply

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