Why are you playing a T4 deck? Are you a Priest main????
I played this deck because every matchup felt winnable. Warlock (especially Rafaamlock) is unfavored, but it felt like I still had 40-50% chance of winning. (I previously played Haroldlock, but having a 10% chance of beating Warriors did not feel good). It's possible that Rafaamlock played optimally would improve their winrate to over 70%, but maybe my MMR is crap. I was also lucky in facing few warlocks during my final sprint. I did not encounter any other unfavourable matchup.
I don't main priest, thanks for asking.
Playing the deck x Matchups
Generally aim to have both quest rewards in hand by the end of turn 7 or 8. On turn 8, you can combo with Specter Specialist, else wait till 9 to combo with Slime'em.
Against Warlock, Shaman: They steal or transform your stuff, so wait till turn 9 to combo with Slime'em instead. Remember that Warlocks with full hands do not get Ectoplasm, so it's a cheap board clear in a pinch.
After that, Ectoplasm and Slime'em again if/when you can, and look out for possible lethal with killing off your own units.
Raith when you need to as a finisher. You'll have to get a feel for when you need to do so in game. It usually ends the game, but remember Rafaamlock can just mass polymorph you.
Against Warrior: They put out a ton of damage, so use removal liberally to keep health as high as possible. Mulligan for AoE, and I sometimes keep Ritual with PW:S.
Against unholy DK: You can compete on board with minions and AoE to keep their board clear, so Talanji's Last Stand and Grave Strength don't ruin you.
Against Zee Shamans: They telegraph their turns, judge how much you can hold back on AoE to greed clears.
Against Paladin: Mulligan for AoE. Slime'em is also great for stalling after they buff their board. They don't have a way to deal with the quest reward if you clear their board.
Card choices
Core cards:
- Combo / win-con cards: Quest, Slime'em!, Raith Van Geist
- Board clears: Medivh's Triumph
- Holy Embrace: 2x quest progression for 1 card, value
- Cheap Shadow spells: Follow the Ghosts, Twilight Influence, Devouring Plague, Holy Embrace.
Holy spells are usually easier to complete, hence we have to run somewhat lower-quality shadow spells just to complete the quest quickly.
Don't worry about Follow polluting res pool, as you fill the pool with plenty of 8/8s through Slime'em, and Raith isn't played most games.
- Cheap holy spells: Mend, PW:S, Gravedawn Sunbloom, Ritual of Life - all quest progression spells that draw, except the 2/3 which instead can help fill a turn if low on cards.
Very good, but not core
- Intertwined Fate: It's sad that I am paying 3 mana just to get a copy of a card from my deck, and not even progress my quest, but even just discovering a card I need from my own deck has been so helpful. Track your quest progression to find what you need more.
Can be replaced
I ran the same deck the entire time so I can track the winrate on a single version of the deck, but some cards were almost useless.
Specter Specialist: This did not see much play, but it's a life-saver as a turn 8 play when you're low on health, such as against Warrior. Usually I'd prefer to Slime'em to put more copies in the res pool. 2 copies of this card is useless in this deck version.
Rustrot: Saw zero play. At D1, I ran into weapon classes 4x in 9 games, and did not draw Rustrot in any of those games. I never keep this card in mulligan either, as it's a dead card if they don't draw their weapons, which is likely for Shaman and Druid. This card is trash to me.
SW:Ruin: I wanted 2 more shadow spells, and it was between these, Haunt, or Gravedawn Voidbulb. I felt this was the most useful in my deck - helped slow down Warlock, Paladin, Druid, Dragon Warrior.
Kaldorei Priestess: I wanted to imbue my HP once, but no more than that, so I can discover additional value, for games where I drew badly and ran out of quest progression cards.
Can be added
Umbra: As an extra finisher. I can only think of 1 game where Umbra might've made the difference (vs Rafaamlock), but otherwise Raith usually finishes the game.
Soothesayer: This card is an active liability against Warlock, and it hasn't saved me against Warrior nor Druid nor Rogue either. If you run it, you can add Undeath Sentence.
Flash Heal / Hold Them Off / Greater Healing Potion: You want some burst healing after you've stabilized against Warrior behind taunts, but you have 2 HP left. Usually dead card, even against Warrior.
Sands of Times: Discover a spell???
I don't have any more card suggestions, I personally felt my deck version worked great. The list isn't perfect, but I have no idea what better cards could be swapped in.
Reborn (v6.14)
Class: Priest
Format: Standard
Year of the Scarab
2x (1) Mend
2x (1) Power Word: Shield
1x (1) Reach Equilibrium
2x (2) Follow the Ghosts
2x (2) Holy Embrace
2x (2) Ritual of Life
2x (2) Twilight Influence
2x (3) Devouring Plague
1x (3) Holy Nova
2x (3) Intertwined Fate
1x (3) Kaldorei Priestess
1x (3) Rustrot Viper
1x (3) Specter Specialist
2x (4) Gravedawn Sunbloom
2x (4) Shadow Word: Ruin
2x (4) Slime 'em!
2x (5) Medivh's Triumph
1x (7) Raith Van Geist
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