Handy Priest (Hand Buff Priest: Echoes of the Infinite)

Class: Priest - Format: raptor - Type: control - Season: season-143 - Style: fun

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Deck Import

Mulligans

Control Mulligans

The ideal 3 cards you want to have in your hand are Tar Slime, Divine Star and Disciple of the Dove. Tar Slime is a great emergency taunt drop if your opponent has a ton of aggro. Divine Star removes a cheap minion and buffs a card in your hand. Disciple of the Dove buffs all the minions in your hand and hopefully draws you a Divine Augur. Power Word Barrier isn't bad to have either since it can provide more hand value, and keep a piece healthy on the board. Hourglass Attendant, isn't terrible to have in your opening hand since it is good at protecting itself and buffs your other minions. Having Divine Augur in your hand to start isn't ideal but it means you won't have to fish for it later in the game. 

A fun-to-play hand buff Priest deck that has plenty of flexibility and fun combos. The general strategy is to get low-cost hand buffing spells early in the game to start dropping huge taunt minions in the mid and late game. I tried to grab as many low-cost, high-health minions that I could find so that Divine Augur could turn them into beat sticks. Tar Slime is one I find particularly diabolical. I’ve been able to make a 10/10 out of it several times to surprise my opponents. Here are a few other interesting combos you can pull off.
Tyrande
Most of the spells in this deck are absolutely diabolical with Tyrande on the board, and most of them are cheap enough that if you have 10 mana, you can cast her and it in a single turn. Holy Nova is a solid way to clear the board and re-establish your board presence. Personally, I like double casting Eternal Firebolt, 6 damage to a minion, and healing 6 can keep you in the game. Plus, if it kills the minion, you can two Eternal Firebolts back to your hand at the end of the turn. It doesn’t seem like it should work like that, but it does. Of course, it’s fun to combo her with Funhouse Mirror to get two copies of your opponent’s strongest minion. Its best if yours will survive the impact since you should be able to heal them up.
Lorewalker Cho
Listen, I originally added him to the deck because he was a 0/4 for 2, so he could get big quick. Then I realized I could use him to disrupt heavy spell-casting decks for a turn. One of two things will happen: Either your opponent will see Cho hit the field and devote effort to killing him, or they will give you a bunch of spells you can use to mess with their board (and potentially combo with Tyrande). In the first case, it’s good because they wasted more effort than it was worth to kill a 2-cost card that most likely had 6-8 health. In the second case, you can typically get Cho killed and then cast your opponents’ spells consequence-free. No one really plays Cho, so they aren’t expecting him to hit the field.
Other than that, be smart about buffing your minions’ health and wait for a Divine Augur to come into your hand to out-stat your opponent.

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