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C'thun Shadowpriest (With Guide)

  • Last updated May 31, 2016 (Old Gods)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Priest
  • Crafting Cost: 3480
  • Dust Needed: Loading Collection
  • Created: 5/11/2016 (Old Gods)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    21

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Intro

Shadowpriest is WotG is a great counter to aggro decks, such as aggro shaman. The decks is wrong in board clears, and has a huge amount of removal.

Outlast your opponent with your wide variety of direct damage and shadowform in the mid game, then finish them off with your damage combos.

The deck heavily relies on curve in early game so you can successfully pull of Shadowform without falling behind too much, but comes in good in the mid game with strong bodies and a variety of combos to finish off your opponent.

Cards

Shadowform - We only run one Shadowform because in practice you will rarely get your second while being able to keep tempo, but if you do get it early on you've pretty much won from the start. Use Shadowform to control the board, the earlier you get it, the better game you'll have; especially good against aggro decks with low health minions (only if you get it early on, decks with big bodies, such as druid decks, may be challenging).

Embrace the Shadow - This is a card used in combos. Do not use this with your hero power, unless you're extremely desperate. You're aiming to play this card in combo with either Circle of Healing for a huge board clear; or with a double Flash Heal for a 4 mana 10 damage finisher to win the game.

Shadow Word: Horror - I mainly added this card out of salt for being beaten down by aggro shamans, however it can be an effective board clear, and if you can follow it up with a minion it's a good tempo swing. This card can be replaced with another Holy Nova or C'Thun's Chosen.

Holy Nova, Excavated Evil - If you fall behind in tempo, just wipe your opponents board, and then (hopefully) follow up with a minion. The more minions you wipe, the bigger tempo swing you get in the long run.

Brann Bronzebeard - A solid body for it's mana cost, and extremely good for combos with (the dream) C'Thun, Twilight Darkmender, or cards that buff C'thun. It pretty much acts as a taunt and wastes your opponents removal in the early game, letting you gain tempo.

Twilight Darkmender - If you fall behind in tempo, which can happen when you pretty much lose your turn 3 to play Shadowform you may have to heal again, this card does this very well and provides a solid body to absorb damage.

Twin Emperor Vek'lor - This card will usually not last long on the board, but acts as a time waster for you to throw down minions while your opponent tries to remove it. Try to gain board while your opponent wastes their turn removing this. Using this in combo with Brann is good for more of a time waster, but will usually not be as much of an advantage, and if Brann gets removed, it usually wasn't worth the extra taunt.

C'Thun - Because C'Thun, amirite? Great late game finisher to deal huge damage.

Mulligan

In general you want to mulligan for these cards (am too lazy to do a mulligan for each class):

Shadowform, Disciple of C'Thun, Shadow Word: Pain, Beckoner of Evil, Twilight Elder (only if you're not against aggro, eg, hunter, shaman, maybe paladin).

 

Thanks for reading!

This is a fun deck to play, and I love playing Shadowform, it always throws off your opponents. I hope you enjoy it!

Maybe drop an upvote (+1) if you like it? Thanks!

Updates

(14/05/16) -1 Circle of Healing +1 Auchenai Soulpriest