Experimental: This deck is not refined. Consider it a work-in-progress deck.
Back again with another deck. This time, with Anduin, son of Varian Wrynn. This deck utilizes Eydis Darkbane, Fjola Lightbane, and Djinni of Zephyrs to gain huge advantages out of spells. As you can see, the deck runs the classic Divine Spirit and Inner Fire, which, when targeted on Eydis Darkbane, will start doing tons of damage to the opponent while increasing her health, and attack– not to mention that both effects copy on to the Djinni of Zephyrs. If your opponent can’t deal with your Djinni of Zephyrs or your Eydis Darkbane, they’re in for a bad time.
As always, a rating and a comment is much appreciated. Cheers!
Extremely interesting deck.
The deck in overall is pretty strong against certain decks and it’s play-style seems like a combo/mid-range but most of the turns as it is right now are pretty dead and aggro decks have a huge advantage with average to bad draw.
I messed around with this deck quite a lot.
Things I would change and why ( based on my opinion and experience ):
-1 Inner Fire, -2 Light of Naru, +2 Flash Heal, -1 Shadow Word: Pain, -1 Shrinkmeister, -1 Cabal Shadow Priest, +2 Auchenai Soulpriest, +1 Holy Nova.
2 Inner Fire will only benefit in very limited situations. 1 is enough for a combo-lethal or an activator for either the bane’s or pyromancer.
Light of Naru is just a card that I never really found useful, it just provides an extra body or 2 that needs an extra turn to work and dies to almost everything. Flash heal on the other hand can kill a number of 5 hp minions, combo 10/5 damage for lethal to face for extra damage in a combo and generally heals for more to either heal for combo, survive lethal combos and of course activate most cards.
Shadow Word pain has very minimum value against all aggro decks, no use in my opinion.
With the board clear’s I added Cabal won’t see amazing play so Shrinkmeister won’t be needed.
As for Malygos/Ysera, Djinni can combo kill either with a with a simple Divine Spirit+Inner Fire combo.
Holy Nova can work as a 4 damage board clear late game with a Pyromancer+Spare Part extra combo.
It works great against Face Hunter, Secret Paladin and Mech Mage Decks that haunt the ladder nowdays, while it simply adds up to another board clear/heal.
Auchenai is just for the extra damage/board control that synergizes greatly with Circle of Healing and Flash Heal.
This changes just remove the midrange factor from the deck as mentioned and make it a control/combo instead.
As I said, the overall idea of the deck is very interesting and I hope this comment helps.
Good luck.
Agreed with the Inner Fire. Great tech, I would personally keep the Cabal for -1 Flash Heal.
I really love the idea of this deck. Have a hard time to decide on what to mulligan though.
Haha, me too. I haven’t really been able to play-test this deck at Legend (as I do with my other decks), so I can’t really tell you. I guess go for Cleric, a Pain (vs. Druid, definitely) and something else?
Is it just me or should wild pyromancer be replaced?
But with what?
That is an interesting question. Pyromancer is great against Paladin, and with Secrets Pally rising again, Pyromancer will see good use. On top of that, Pyromancer has always been great in Priest, considering the amount of nice spells they have.
If you really wanted to replace it though, you could try (quantities varied) Auchenai Soulpriest, an extra Shrinkmeister, or another Mechanical Yeti (to solidify turn 4).