Miracle Priest Deck List Guide – Rise of Shadows – May 2019

Miracle Priest Deck List Guide – Rise of Shadows – May 2019

Our Miracle Priest deck list guide goes through the ins-and-outs of this new Priest build for the Rise of Shadows expansion! This guide will teach you how to mulligan, pilot, and substitute cards for this archetype!

Introduction to Miracle Priest

With the Standard rotation of April 2019, Priest lost its rapidly-cycling combo deck, Mecha’thun Priest. However, Priest has more zero-cost spells available in the Standard format now than ever, so the ability to rapidly draw through the deck is there even stronger than before. If only there was a win condition that requires you to draw through your deck. As it happens, there is Chef Nomi, and there is Seance. It does not take a huge leap from these facts to a deck that draws all of its cards in order to play three Chef Nomi boards in a meta where even Warrior can only answer two of them easily with Brawls, and thus the Rise of Shadows Miracle Priest, or Nomi Priest as it is sometimes called, was born.

Miracle Priest is a combo deck based on rapid card draw. It is a new deck with a new win condition, but if I were to compare it to any deck in the history of Hearthstone, the closest comparison is Mecha’thun Druid from Rastakhan’s Rumble. Both decks draw cards rapidly with Gadgetzan Auctioneer, they both rely on Wild Pyromancer for board clears, and they both like to use Acolyte of Pain together with Wild Pyromancer for card draw combined with area-of-effect damage. Both decks want to run out of cards too, although Mecha'thun wins the game on the spot when that happens, whereas Miracle Priest still needs to go for some Chef Nomi boards to end it.

Miracle Priest has its own quirks, too: Northshire Cleric can be combined with Wild Pyromancer for card draw, and Grave Horror provides the deck with a secondary win condition against more aggressive decks that does not require drawing through the entire deck. Seance on Grave Horror can form an overwhelming obstacle for many of the faster decks that would simply ignore Priest’s card draw.

As you can imagine from this brief introduction, Miracle Priest is a player’s deck. There are lots of decisions to make, and all of them matter. It is one of the very few decks in the game that has a higher win rate in Legend than outside Legend. Some of this may be attributed to a higher rate of aggro decks outside Legend, but as its matchup statistics also improve in Legend, it is almost inevitable to conclude that the deck is difficult to play. If you enjoy the challenge, this guide aims to give you the knowledge to get started.

Miracle Priest Deck List

Deck Import

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

There are some variations of Miracle Priest lists, especially regarding the use of Mass Hysteria: some decks run it to answer major threats, whereas others cut it to draw cards slightly faster. Both approaches can lead to success, depending on the meta.

Miracle Priest Mulligan Strategy & Guide

Miracle Priest mulligan is simple. Your deck is full of cheap spells, and as long as you find your card draw tools, you’ll go through it all in no time. Therefore, you mulligan for card draw, not for anything else.

VS Fast Decks

Higher Priority (Keep every time)

VS Slow Decks

Higher Priority (Keep every time)

Lower Priority (Keep only if certain conditions are met)

Miracle Priest Play Strategy

The deck has two win conditions, and you want to identify which one you’re going for as soon as possible.

The main win condition is to create one or more boards of 6/6 Elementals with Chef Nomi and Seance. If one board will do – if there is no answer to it in the opponent’s deck – you can try to draw through your deck by turn seven and just play Chef Nomi. If you think that you will need multiple boards, you need to wait until turn nine so that you can Seance a copy of Chef Nomi back to your hand. Depending on your draw, that may actually involve waiting – I have sometimes drawn through my deck too quickly and taken unnecessary fatigue damage while waiting for turn nine to finally arrive. This is the way you win against control decks.

The secondary win condition is to make your Grave Horrors cheap and play them alongside some Seances. Many aggressive decks will simply crumble when facing three or four 7/8 Taunt minions – and against Priest of all things, where they will be healed if they are not immediately killed.

Regardless of the way you attempt to win the game, you need to draw cards and play spells, and the deck is full of combos to do so.

Gadgetzan Auctioneer is good by itself. There are tons of zero-cost spells in the deck, so even an Auctioneer on turn six can usually draw a bunch of cards. Note that if you cast Silence on your Gadgetzan Auctioneer, it draws a card first and gets silenced after that. This can be used for drawing one more card, and is important to keep in mind if you want to stop drawing with an Auctioneer on board.

Wild Pyromancer is the key card for area-of-effect damage, and it can also be combined with Acolyte of Pain or Northshire Cleric for card draw. Be careful not to let your Wild Pyromancer die too soon. Power Word: Shield is a key card that gives the Pyromancer two additional health, but Regenerate and Divine Hymn can also help, as can Circle of Healing, but note that Circle heals before the Pyromancer damage, so it cannot be used as part of a long combo to kill big minions, except potentially as the first card, in which case the healing does not affect the Pyromancer, unless it was already damaged before. You can also give Wild Pyromancer more health without healing it by turning its stats around with Topsy Turvy.

Northshire Cleric is the scariest card draw tool available to Priest – both from your and from your opponent’s perspective. It can rapidly draw a lot of cards, but there is a risk that you end up overdrawing heavily, especially if you go full Northshire and play two Clerics on the board at the same time. You can combo Northshire Cleric with Wild Pyromancer to deal damage to a number of minions and then heal some of them for card draw with RegenerateCircle of Healing, or Divine Hymn. Note that you will draw a card whenever a minion is healed, no matter whose minion it is or who does the healing. Circle of Healing will draw cards from your opponent’s minions as well, whereas Divine Hymn only heals your own. The opponent may also use healing effects on their turn when you have a Northshire Cleric on the board to force you to draw cards, potentially burning them if your hand is full.

Overdrawing is a real risk with this deck. Your opponent can force you to draw cards if you have an Acolyte of Pain or a Northshire Cleric on the board. The real question is, do you mind? If you already have your combo pieces in hand, you may not care about overdrawing. Cards only have value through their potential use, do not worry about burning them if you there is nothing left in the deck that you need – only worry about being taken to fatigue and too much fatigue damage in such a case. Remember that you can Silence or Forbidden Words your own card draw minions if you want to stop drawing.

One of the most complicated cards in the deck is Seance. On the surface, it looks like a simple card to use. You use it on Chef Nomi or Grave Horror, depending on which win condition you are going for. However, realizing the situations where you need to deviate from that plan is crucial. You may need an additional Wild Pyromancer against a token deck. You may need a second Zilliax to stabilize. You may even want to make a copy of one of your opponent’s minions! The large majority of time Seance is used on one of its two main targets. Finding the situations where you win by using it on something else is part of true mastery of the deck.

Topsy Turvy is another card with many uses. It can be used to give your Wild Pyromancer more health. It can prepare a Northshire Cleric or Acolyte of Pain for a good trade. It can reduce the health of an opponent’s minion so that it can be cleared more easily. It can be used with Lazul's Scheme to destroy a minion by reducing their attack to zero and then turning that attack into zero health. It can even be cast on your own Gadgetzan Auctioneer for no other visible effect except drawing another card.

Lazul's Scheme also has another synergy card in the deck: Forbidden Words. This is your main combo to remove big minions early in the game before Forbidden Words can remove them on its own. Note that Forbidden Words always spends all of your mana, even when it destroys a zero-attack minion. Use it late in the spell chain if you’re drawing cards with your spells.

VS Aggro Decks

Against aggressive decks, your main goal is to stabilize. Wild Pyromancer is the absolute key card in doing so, as it enables you to wipe out wide boards. Carefully consider when you need to go for your Pyromancer turn: how many spells do you have, how can the opponent buff their board if you wait, and can you use some single-target removal to buy more time before committing to the big clear.

You often need to sacrifice value in aggressive matchups. Acolyte of Pain on turn three is often needed in order to delay the game a little and get at least one additional card, you cannot always hold on to it to be used together with Wild Pyromancer.

Ultimately, your goal is to get some Grave Horrors on the board and Seance them – although you may also need to SeanceWild Pyromancer or Zilliax to survive until your Grave Horrors. Once you get there, you should be good.

VS Control Decks

Against control decks, your main goal is to draw through your entire deck by turn nine and then play Chef Nomi three times thanks to Seance. Almost all control decks will fall to three boardfuls of 6/6 minions.

While you’re working your way there, you can also build a threatening board with Grave Horrors, but you typically do not want to Seance them. They’re there just to soak some removal and threaten damage if ignored.

Should your initial Chef Nomi survive a turn (and not win the game yet), you can Seance it again on the next turn to have two Chef Nomis ready and waiting in hand. This will leave some mana open if you need to play Chef Nomi again.

You can often draw your final cards on the same turn when you play your first Chef Nomi. Ideally, you can set it up in advance so that you naturally draw the last card at the beginning of the turn, but because you have so many zero-cost spells in the deck, there are ways to draw multiple cards and still have nine mana left for Chef NomiSeance. This is different from OTK Mecha'thun decks, which typically set everything up and then go for the combo on a separate turn.

Most of the time, the fatigue damage you take when you’re going for your Chef Nomi boards does not matter. However, sometimes you may be low when you get there, so pay attention to how much fatigue damage you’re taking. Divine Hymn can help you heal up a little when you’re in fatigue.

Miracle Priest Card Substitutions

Miracle Priest is not a very expensive deck, but it does have a couple of mandatory expensive cards in it.

Old Guardian

Ville "Old Guardian" Kilkku is a writer and video creator focused on analytic, educational Hearthstone, and building innovative Standard format decks.

Check out Old Guardian on Twitter or on their Website!

12 Comments

  1. Gibilan
    April 26, 2019 at 9:48 am

    And vs bomb Warrior what is the strategy ? You empty your deck but keep in mind Elekk+Goblin -> 20dmg + fatigue damage. And i don`t think its really that hard to deal 10 damage to the priest during the game.

    • Gibilan
      April 26, 2019 at 9:49 am

      Elekk+2xgoblin->20dmg

      • OldManSanns
        April 29, 2019 at 3:53 pm

        And 2x Divine Hymn + 2x Regenerate + Zilliax = 21 healing. But really, these games are fast. By turn 9, either you’ve drawn through your deck and are ready to drop Nomi + Seance on Turn 9 or you aren’t. Sure Bomb Warrior might get lucky, but remember it doesn’t have a great draw engine and most of its cards are creature-hate which are fairly useless in this matchup.

  2. Velin
    April 26, 2019 at 1:27 am

    Pretty interesting deck, going to craft it

  3. Tabeltop
    April 25, 2019 at 10:09 pm

    Would Mecha’thun be alright for an alt win con/back up? Maybe i’m still learning the deck, but I seem to have the games draw out.

    • Velin
      April 26, 2019 at 1:23 am

      I think Mechathun cannot fit in this…You cannot kill him at the same turn you play it…

    • Old Guardian - Author
      April 26, 2019 at 1:53 am

      No, you cannot kill off your Mecha’thun with this deck.

      • Velin
        April 26, 2019 at 4:51 am

        I think, teoretically, you can kill your Mechathun with Forbidden Words, but not on the same turn…Truth is, Mechathun is bad idea in this deck at all…

      • Tabeltop
        April 26, 2019 at 10:43 am

        I was thinking Mecha’Thun was a battle cry, not death rattle. I see how that it won’t work. Thanks!

  4. Taznak
    April 25, 2019 at 6:36 pm

    The first time I played against this deck on ladder, I just cleared the three Nomi boards with double Twisting Nether into Infernal Shadowflame. I really like that, unlike Mecha’thun, you get to interact with this deck’s main win condition.

    • Old Guardian - Author
      April 26, 2019 at 1:58 am

      The condition for this deck to be viable is that most control decks cannot deal with three boards of 6/6 Elementals. In the current meta, most of them cannot.

      Sure, there are exceptions, like some Warlock decks (almost non-existent on ladder), some Paladin decks with three copies overall of Equality/Shrink Ray (almost non-existent on ladder), and some Warrior decks that have started to tech against Miracle Priest with Spellzerker or Mana Reservoir to enable Warpath to do the third clear (a major threat if they become more popular, as Warrior is a popular class).

      Still, all is not lost even against control decks that can clear all three boards, as Priest can draw so fast that sometimes all three boards can be played before the control deck draws three answers to them.

      • Taznak
        April 26, 2019 at 1:05 pm

        That’s fair, but you can still interact with it. Mage can freeze this board to buy an extra turn (but good luck sticking a Doomsayer when 20% of the Priest’s deck consists of 0-mana spells that can answer Doomsayer). This deals 42 damage per turn at most, so Warrior can clear a board over 2 turns with Warpath if they have some armor stacked up. You can try to clear or stall until your damage and the fatigue kills the priest, or in a few cases, just fully clear all 3 boards. Unlike the old Mecha’thun Druid, Priest can’t gain 30 armor while drawing its entire deck, which makes any damage you land early on more relevant as Priest has to deal with Fatigue damage later on.

        It feels a lot less oppressive to play against than just “Destroy the enemy hero”, and it’s easier to balance by releasing more AoE in future sets. All in all, it feels like a much healthier approach to combo decks for the game.

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