I came up with this because a friend was having trouble with the new adventure due to being new to the game and lacking in a collection. It was about 640 dust initially, but I’ve brought it down to 400 and tried to minimise spending on cards you wouldn’t want to craft otherwise. There is a bit of a problem with crafting priest cards in that it is quite legendary dependent for higher tier decks but it’s the best choice for this adventure and a solid adventure class anyway.
You’re looking to get on the board and hold it, don’t worry if it takes you a few turns to make much of an impact. As the game develops you’re looking to get either the Lightspawn or the Gurubashi Berserker down. You’re going to be using both of these to trade and keep the board, which means keeping them alive. It shouldn’t be too difficult as long as you don’t overextend your resources, and in a way it’s good board control practise if you’re new to the game. The idea, over the course of the game, is to get these minions bigger and develop your board until you’ve accumulated enough damage to take him out in one turn. It’s entirely possible to run the boss’s deck down since it has a lot of card draw, but I never ran into that situation during play testing with this deck. For the record, that did happen with the control paladin deck I used the first time but that was a ladder deck and not an otk deck (One Turn Kill deck, if you’re new).
Things to look out for:
Bone Spike, the 4 mana 0/8 that hates waiting:
At the start of the boss’s turn this will hit you for 15 damage, best not let that happen. Fortunately, you’ve brought plenty of ways to stop this. You can silence it using Silence or Spellbreaker, or destroy it using Shadow Word: Pain or Kooky Chemist. For those new to the game, Kooky chemist will swap its attack and health, leaving it with 0 health and killing it. Try to keep at least one of these cards in your hand at any one time. That’s a total of 8 cards so it shouldn’t be too difficult, and they can also be used for board control and silencing some of the enemy deathrattles (I liked to silence the Slude Belchers). There are 4 Bone Spike in total but you should only need these tools for the early game since late game you should be able to just kill them using your minions. If you manage to pull this with a Mind Vision then congratulations, you’ve basically won since it accounts for 15 of the 30 damage you need on its own.
Bryn’troll, the Bone Artbiter, doomhammer’s old brother:
This is a 3/6 weapon with windfury. It sounds scary but it really isn’t and there’s only one in the deck so you may never see it. You’ll probably have the board by the time it shows up and it can’t take out many of your minions in one hit. Oddly, the windfury screws with the ai somewhat so it had a habit of hitting, healing, then hitting again, leaving the boss on less than full health at the end of its turn. Just keep an Acidic Swamp Ooze in hand ready for it on the off chance it causes you problems, you shouldn’t really need to play the ooze otherwise.
Bone Storm, the only aoe in the deck:
This deals one damage to you and each of your minions. It’s not a scary card per se, but it’s a good idea to remember it exists so you don’t lose anything by getting caught offguard. If the boss plays Thalnos the spell damage will make it hit for two which can be troublesome, but the boss doesn’t seem keen on holding back Thalnos to make that happen.
All cards are either basic or common.
Silence – This is actually a good card that sees play in ladder decks, although it does have competition with other silence effects in faction.
Spellbreaker – Another solid silence card, and the go to choice for a silence effect out of priest. This sees home as a tech card in a good variety of decks, particularly aggro decks that need a way to get through a taunt to go for the kill.
Potion of Madness – This is a great card that is in virtually ever priest deck in both standard and wild. This is highly unlikely to change since there’s just so much value in being able to trade the opponent’s minions with each other. If you want to play priest you need to craft this anyway.
Kooky Chemist – This is the first less than ideal choice. It’s a weird card that sees some play, but not so much in high level decks at the moment. It is, however, a fun card that you could use in a deck while you build your collection. If you really want to save dust you can replace it with a solid minion like a Chillwind Yeti to help control the board or a Wolfrider for a bit more removal options, but keep in mind you’ll lose consistency in being able to deal with the 0/8 Bone Spike because you’ll be giving up one of your tools.
Lightspawn – This is the other less than ideal choice. I really like this card, and always will, but it’s not spectacular and you don’t really see it in higher tier ladder decks. There isn’t a good replacement for this boss, or any real replacement as every test eventually lead to a lightspawn hitting the boss for about twenty damage. If you take it out you can probably win off the back of Gurubashi Berserker but you’ll probably be grinding the boss down to fatigue. In its defence, it is cheap and you’ll get some good use out of it as an adventure card (and it’s just fun when it works). If you absolutely don’t want to craft it I suggest crafting Inner Fire instead (discussed below).
Inner fire – This is a spell that changes a minion’s attack to match its current health. It’s a great card that sees a lot of play in ladder as there’s a great combo with Divine Spirit and Power Word: Shield. If you want to play priest you should definitely craft it, but it’s not needed here to beat the adventure. In an earlier test it took the place of the Darkscale Healer, but I just never played it (and I do mean never) so I replaced it with a basic card that doesn’t cost dust.
I didn’t actually lose to the boss with this deck or the preceding ones but that may have been luck. If you’re new to the game or get unlucky it can happen, just don’t worry too much and have another go. Maintain your board, build it up, and you should be able to win.