Mulligans
General Mulligans
Mind Vision and Shadow Word Pain are the steals and removal you want early game.
Against druid, always save a SW:Pain for that pesky Fendral.
Aggro Mulligans
If you see that you are facing the beloved Gul'dan or Thrall (or that murloc hero), hold on to Excavated Evil, Holy Nova, and MC Tech, because you need to be able to stabalize if they are aggro decks (which most of the time they are on ladder).
Mind vision will also usually give a nice little 1 - 3 drop to play, as these are what aggro decks mulligan for.
Midrange Mulligans
Shadow Madness can be a great turn 4 value machine, as midrange decks often trade up on their own minions, go ahead and slam that Huge Toad into anything it can kill and you just took out two threats. Convert is also nice if they coin out a value minion, you can grab the value for yourself! (However, only mulligan for this card if you have some combination of the other 3 opening cards already).
Combo Mulligans
Whats nice about this deck is you can find out what kind of combo is being cooked up in your opponent's deck by swiping cards from their deck and hand.
Control Mulligans
Look to play Mindgames as soon as possible in control match-ups, often resulting in a phat minion for your turn 4.
If facing any form of control Warrior, hold off on playing your Sideshow Spelleater until he has used Justicar Trueheart, and you have just copied the most OP hero power. This hero power will often synergize with some of the other warrior cards that you will have stolen.
If blizzard is gonna make priest the worst class, we have to steal what makes the other classes better.
Notice the lack of card draw, we will be drawing plenty of cards from the enemy’s deck, board, and hand. No need to overdraw when you have their minions to be playing against them.
Why don’t I run “X” card even if its OP? That’s not how the deck works; this deck is all about ruining our enemy’s synergy and using it for ourselves. It plays like a control deck by stealing minions and destroying theirs. With 22 forms of card steal (5 of which are tempo-swing board steals), 6 hard removals, and 4 forms of AoE, not to mention what forms of removal you get from your opponent, you will have many answers to what they play. Finally, this deck will be on the back foot for most of the game (like many control decks), as you are spending mana on taking cards as well as playing them, while your opponent is simply playing them. In fact, you have almost NO early minions to play; this has the benefit of setting up a big Yogg turn if you have found yourself in an un-winnable position.
This is in no way an easy deck, as you will have to get comfortable with using every single card of the major decklists. It is, however, immensely satisfying to finish your opponent with the very cards he chose to include, and makes for a deck that almost NEVER gets repetitive (looking at you aggro decks). Have fun taking those 4 mana 7/7’s fellow priests!

Overview of Steals:
2 Enemy Hand to Our Hand
2 Enemy Board to Our Hand
5 Enemy Board to Our Board
4 Enemy Deck to Our Hand
2 Enemy Deck to Our Board
2 Temporary Enemy Board to Our Board
2 Enemy Board to Our Deck
1 Enemy Hero Power to Our Hero Power
2 Enemy Class Card to Our Hand


























