Heroes[edit | edit source]
Overview[edit | edit source]
Priests are masters of healing, and can heal themselves and their minions through their Hero Power and a range of healing spells, as well as boosting minions' health. Priests' healing theme is reinforced by synergies with spells such as Inner Fire, and minions such as Lightspawn. Priests are capable of strong defensive play, keeping a handful of minions alive against all odds, and quickly regenerating defenders between rounds.
However, these masters of the light also have their shadow side, and priests also command a number of darker abilities, including direct minion removal spells like Shadow Word: Pain and Shadow Word: Ruin. On top of their light-based minion-damaging spells like Holy Smite and Holy Nova, opponents will have a hard time holding onto a big board against a Priest.
Known for their ability to peer into the minds of their opponents, priests can use spells such as Mind Vision and Thoughtsteal to steal from their opponent's deck. Priests also feature a theme of mind control, seizing control of enemy minions through cards such as Cabal Shadow Priest, Shadow Madness and the infamous Mind Control.
Background[edit | edit source]
- Main article: Priest
Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the priest’s command can also be turned against foes, smiting them with holy fury.
As light cannot exist without darkness, and darkness without light, some priests tap into shadow to better understand their own abilities, as well as the abilities of those who threaten them.
Hero Power[edit | edit source]
The default priest Hero Power is Lesser Heal, a powerful healing option which can be used on heroes or minions to restore Health. It can help restore damaged minions to full Health, keeping them alive and allowing them to trade against multiple enemies, leading to good card advantage. It can also be used to heal the hero itself, recovering Health lost to the opponent's attacks. A powerful defensive tool, Lesser Heal can allow the priest and its minions to survive long after they should have been defeated, and fits best with a slower strategy, outlasting and outmaneuvering opponents.
Replacement Hero Powers[edit | edit source]
Playing Shadowform will replace the current Hero Power with Mind Spike. Playing Shadowform for a second time will replace Mind Spike with Mind Shatter. Both of these are powerful damage-dealing alternatives to Lesser Heal, but deprive the priest of their healing utility.
Strategy and gameplay[edit | edit source]
The Priest is one of the most defense-oriented class in the game. Their ability to keep their own minions alive and destroy even the biggest army of minions is one of the best in the game, their ability to buff allies is only second to Paladins, and their copious sources of card generation allows them to keep up their momentum over the long run. This is countered by the Priest's low damage output, lacking strong high-Attack minions and methods of dealing burst damage. The Priest must win the game by gradually whittling away at the opponent's health through their very resilient minions. Priests heavily lean on the control playstyle as a result, although they can play the tempo game by making their early-game minions very stubborn to remove.
The Priest Hero Power, Lesser Heal, allows them to heal any target for 2 Health each turn. It can be very useful for not only keeping themselves alive, but also for regenerating defenders or for preventing a valuable minion from being worn down. Due to this, Priests may favour minions with higher health pools since they can survive attacks to get healed. To complement this, Priests have access to multiple cards that give a minion a sizable Health buff, such as Power Infusion, Kabal Talonpriest, and High Priest Amet. As a result, most opponents will struggle to remove the Priest's minions, which can trade and win against more fragile minions effortlessly and tank a removal spell, while increasing their capacity for healing.
The Priest's array of removal spells are potent. A Holy Smite, Penance, or Holy Nova can take care of weaker foes easily. Even high-health minions are at risk, with cards like Shadow Word: Pain and Shadow Word: Death being capable of outright destroying them. Even when the Priest is completely overwhelmed, they can wipe the board clean with cards like Shadow Word: Ruin, Mass Hysteria, and Plague of Death, even if it can cost them their own minions. These cards lets the Priest protect their minions while ahead or turn the game around when falling behind effectively. Priests are potent spellcasters as a result, and cards like Priest of the Feast and Lyra the Sunshard complements that.
The Priest's ability to read their opponent's mind translates to card generation. They can use cards like Psychic Conjurer, Thoughtsteal, and Archbishop Benedictus to copy cards from their opponent's deck to use their cards against them, and cards like Mind Vision, Chameleos, and Madame Lazul even lets them take a peek at their opponent's hand, giving them a strategic upper hand. Copying your opponent's cards can be great fun, and can provide you with some very unusual possibilities. They can find themselves suddenly hacking away at enemies with a Gorehowl, chucking Fireballs with Archmage Antonidas, or even turn into their opponent's class if they copied a Hero card.
Priest can also bend lesser minds to their will, mind controlling them to join their side. With Mind Control, they can take a valuable minion from their opponent of their choosing, able to single-handedly turn the game in their favor if the opponent was relying on them to win. On the less costly side of things, they have methods of temporary mind control too, such as Shadow Madness and Potion of Madness, using them to turn against their kin and destroy each other; even better if the controlled minion had a Deathrattle effect, which the Priest forcibly takes away from their opponent.
With multiple Priest cards having quirks that require a minion to be at a certain Attack level, they also have cards to manipulate a minion's Attack temporarily, such as Scarlet Subjugator and Lazul's Scheme, which combo well with cards like Cabal Shadow Priest, or at the very least help make more efficient trades.
Priests have the largest and most flexible silencing options of any class. The basic Silence spell costs 0 mana, and Mass Dispel is the only card that can silence multiple enemies. They can even use cards like Purify and Unsleeping Soul to Silence their own minions, turning normally useless minions with huge stats like an Ancient Watcher into powerful attackers.
When healing is not enough, Priests can also resurrect their fallen allies with cards like Mass Resurrection and Eternal Servitude. These cards can potentially summon minions that have a higher Mana cost than the spell that was used to resurrect them. Decks have been made to exploit this effect to their fullest by utilizing only expensive minions.
Complementing their ability to resurrect allies are Deathrattle effect. They control powerful Deathrattle minions like Obsidian Statue to their will, combined with cards like Shadowy Figure, Mirage Caller, and Awaken the Makers make their impact more significant.
Priests also have an affinity for dragons. Their strength and cost complement well with the Priest's playstyle, which are made even better with dragon synergy cards like Duskbreaker and Drakonid Operative.
Burst damage & combos[edit | edit source]
A playstyle that used to be associated with Priest was their ability to unleash combos that can one-shot the opponent. Mind Blast was once part of the Priest's arsenal, dealing direct damage to the hero for a small cost. Combined with Prophet Velen, who doubled healing and spell damage, this became even more potent, but by creating multiple copies of Prophet Velen in a variety of different ways, a simple 5-damage Mind Blast multiplied into loads of unavoidable damage. Even without Mind Blast, Priests were able to use other unconventional methods to one-turn-kill their opponent.
Priest could also tap into their shadow powers with Shadowform to turn their Hero Power into a damage dealer, sacrificing their healing power for offense. What's more, Shadowreaper Anduin did more of the same but refreshed on playing a card, and with the help from the Kabal he could unleash loads of damage in a single turn. A more temporary solution was using Auchenai Soulpriest or Auchenai Phantasm to turn their healing into damage, which combined with burst healing like Circle of Healing was a potent removal or damage.
Divine Spirit is a Priest spell that doubles a minion's Health, making them twice as hard to kill. While it can be used to simply protect a minion from dying, it can also be used with Inner Fire to convert their health into big damage, and doubling an already double health minion was often enough to outright kill an opponent.
Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
|Power Word: Shield||Free||Priest||0|
Give a minion +2 Health. Sure the extra protection is nice, but the shield really reduces visibility.
Deal 3 damage to a minion. It doesn't matter how pious you are. Everyone needs a good smiting now and again.
Put a copy of a random card in your opponent's hand into your hand. I see what you did there.
Restore 5 Health to your hero. Because you're worth it!
|Shadow Word: Death||Free||Priest||2|
Destroy a minion with an Attack of 5 or more. If you miss, it leaves a lightning-bolt-shaped scar on your target.
|Shadow Word: Pain||Free||Priest||2|
Destroy a minion with 3 or less Attack. A step up from a spell cast by many beginning acolytes: "Shadow Word: Annoy".
Deal 2 damage to all enemy minions. Restore 2 Health to all friendly characters. If the Holy Light forsakes you, good luck casting this spell. Also, you're probably a jerk.
Take control of an enemy minion. Nominated as "Spell Most Likely to Make Your Opponent Punch the Wall."
|Circle of Healing||Common||Priest||0|
Restore 4 Health to ALL minions. It isn't really a circle.
Silence a minion. Reserved for enemy spellcasters, evil liches from beyond the grave, and karaoke nights at the Grim Guzzler.
|Whispers of EVIL||Common||Priest||0|
Add a Lackey to your hand. Madame Lazul’s ASMR program is off to a promising start!
Give a minion Reborn. "Guess what! We're getting a new cat."
Change a minion's Attack to be equal to its Health. Good idea: Buffing your minions. Bad idea: Starting a conversation in the Barrens.
Restore 3 Health. Discover a spell. I am rejuvenated, I am renewed, I am my own nightlight!
Deal 3 damage to a minion. This is what happens when you don’t give a sincere apology.
Copy 2 cards from your opponent's deck and put them into your hand. "What do you get when you cast Thoughtsteal on an Orc? Nothing!" - Tauren joke
Give a minion +2/+3 and Lifesteal. Defined as the absolute pinnacle of existence. Plus Lifesteal.
Give a minion "Deathrattle: Summon 2 copies of this." I'm gravely sorry to rune this.
Silence a friendly minion, then summon a copy of it. It's 3 am. Do you know where your soul is?
Spend all your Mana. Destroy a minion with that much Attack or less. Please confirm your age before reading this flavor text.
Deal 1 damage to all enemies. Restore 1 Health to all friendly characters. I still prefer the taste of banana fudge ripple.
|Breath of the Infinite||Rare||Priest||3|
Deal 2 damage to all minions. If you're holding a Dragon, only damage enemies. It's called "circular breathing."
Discover a 2-Cost minion. Summon it and give it +3 Health. It's always a dark prophecy with Madame Lazul. Where's my happy, fluffy prophecy?!
Gain control of an enemy minion with 3 or less Attack until end of turn. You can rationalize it all you want, it's still a mean thing to do.
Silence all enemy minions. Draw a card. It dispels buffs, powers, hopes, and dreams.
Give a minion +1/+2. Summon a copy of it. This is how the arakkoa make friends.
Destroy a minion. Invoke Galakrond. "It's time. R.I.P."
Summon 3 friendly minions that died this game. One's company, two's a crowd, and three's a "mass" resurrection, apparently.
Reduce the Attack of an enemy minion by 1 until your next turn.
(Upgrades each turn!) "What's that you're dreaming?
You're weak and you're screaming!
It must be my scheming..."
Put a copy of a random minion from your opponent's deck into the battlefield. Sometimes it feels like this is all a game.
|Plague of Death||Epic||Priest||9|
Silence and destroy all minions. Don't worry, there's a happy little funhouse right under that sand pit.
|Activate the Obelisk||Legendary||Priest||1|
Quest: Restore 15 Health.
Reward: Obelisk's Eye. A one-eyed, one stone, towering purple minion healer.
Summon copies of enemy minions. They attack their copies. It’s a doppelgang-war!
|Showing all 33 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Copy a card in your opponent's deck and add it to your hand. "I see.. a WISP? Why do you have a wisp?!"
|Disciple of Galakrond||Common||General||Priest||1||1||2|
Battlecry: Invoke Galakrond. Raising Galakrond will cause thurible, thurible damage.
Dormant for 2 turns.
Taunt He got a time out for excessive vulgarity.
Deathrattle: Add a Lackey to your hand. Kobold! There's a place you can handle
I said kobold! When you're short in the candle
Cast a spell with the E! V! I! L!
Deathrattle: Restore 5 Health to the enemy hero. The Hench-Clan has a point.
This minion's Attack is always equal to its Health. Spawn of the Light? Or Pawn of the Lights?
At the end of your turn, restore 5 Health to a damaged friendly character. Used to carrying for his team.
Battlecry: Give a friendly minion +3 Health. He also moonlights Thursday nights as a bouncer at the Pig and Whistle Tavern.
Battlecry: Deal damage to a minion equal to its Attack. Ripping centuries asunder helps him manage his busy schedule.
|Cleric of Scales||Rare||General||Priest||1||1||1|
Battlecry: If you're holding a Dragon, Discover a spell from your deck. If she can't find a spell, it's a clerical error.
Battlecry: Give an enemy minion -2 Attack until your next turn. At the Scarlet Monastery, he learned the sacred art of kicking people when they're up.
Battlecry: If you're holding a Dragon, gain +1 Attack and Lifesteal. On the side, she's training for the annual Dragonmaw hammer throw tournament.
Deathrattle: Give a random friendly minion +1/+1. A grandmummy’s love is eternal.
|Kul Tiran Chaplain||Rare||General||Priest||2||2||3|
Battlecry: Give a friendly minion +2 Health. The maritime Kul Tiran clergy are unique among priests for using holy saltwater.
At the start of your turn, restore 3 Health to a damaged friendly character. It isn't clear if people ignore the Lightwell, or if it is just invisible.
At the end of your turn, give another friendly minion +2/+2. Ah, the Booterang... nothing cures peon laziness faster.
Battlecry: Destroy a friendly minion, then restore it to life with full Health. "Ok, here's the plan. We kill you, then bring you back." "Stronger?" "No, about the same."
Deathrattle: If you're holding a Dragon, deal 3 damage to all enemy minions. If he asks to borrow your watch, just say no.
Deathrattle: Destroy a random enemy minion. It's always nice to steal a familiar face.
|Envoy of Lazul||Epic||General||Priest||2||2||2|
Battlecry: Look at 3 cards. Guess which one is in your opponent's hand to get a copy of it. "Note to self: possess someone who's local and knows directions next time."
After you cast a spell on a minion, add a Priest spell to your hand. The Sethekk weren't able to survive this long by being wasteful with their power. Or their wacky hats.
Battlecry: Transform into a 2/2 copy of a friendly Deathrattle minion. Terrible at shadow puppets: "This is... a tentacle! And this is... two tentacles!"
Battlecry: If you've Invoked twice, reduce the Cost of cards in your hand by (1). Do not draw the attention of a Fate Weaver, for it will always loom over your destiny.
Battlecry: Summon a random friendly minion that died this game. Give it Reborn. "Come with me if you want to re-live."
|Cabal Shadow Priest||Epic||General||Priest||6||4||5|
Battlecry: Take control of an enemy minion that has 2 or less Attack. You never know who may be secretly working for the Cabal....
At the end of your turn, add a Dragon to your hand. I wish to complain about this dragon what I purchased not half an hour ago from this very boutique.
|Reliquary of Souls||Legendary||General||Priest||1||1||3|
Deathrattle: Shuffle 'Reliquary Prime' into your deck. These three represent Anger, Desire, and Suffering. Much like raid night guild chat.
Battlecry: Discover a copy of a card in your oppponent's hand. Of course she knows the future, she's been looking at your cards the WHOLE TIME!
Battlecry: Choose an enemy minion.
Deathrattle: Summon a new copy of it. It’s pronounced "Kaahrj."
|High Priest Amet||Legendary||General||Priest||4||2||7|
Whenever you summon a minion, set its Health equal to this minion's. All minions are equal, but some minions are more equal than others.
At the end of your turn, summon a friendly minion that died this game. She always manages to lift your spirits.
|Murozond the Infinite||Legendary||Dragon||Priest||8||8||8|
Battlecry: Play all cards your opponent played last turn. "Well, I'm glad YOU knew what I should be doing this turn."
Battlecry: Destroy a minion and gain its Health. She discovered Xal'atath, Blade of the Black Empire, a terrible weapon of shadow magic that could both swallow a soul and cut a mean julienne.
|Showing all 33 cards|
Uncollectible[edit | edit source]
The following minions are generated by other priest cards, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Shadow of Nothing||None||General||Priest||0||0||1|
Mindgames whiffed! Your opponent had no minions!
Only you can target this with spells and Hero Powers.
|Showing all 2 cards|
See Hero card.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Galakrond, Azeroth's End||Legendary||Hero card||Priest||7|
Battlecry: Destroy 4 random enemy minions. Equip a 5/2 Claw.
|Galakrond, the Apocalypse||Legendary||Hero card||Priest||7|
Battlecry: Destroy 2 random enemy minions. (Invoke twice to upgrade.)
|Galakrond, the Unspeakable||Legendary||Hero card||Priest||7|
Battlecry: Destroy 1 random enemy minion. (Invoke twice to upgrade.) Lazul called Galakrond's name, her voice echoed by whispers from the deep. Both of Galakrond's eyes opened... and then other eyes opened, as well.
|Showing all 3 cards|
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All priests start with the following class cards.
Level 2-10[edit | edit source]
Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.
Level 11-60[edit | edit source]
Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, it is not possible to disenchant these cards, making the reward purely cosmetic. Reaching each required level will award one golden card. Levels after 10 award golden Basic class cards, whereas levels after 50 award golden Basic neutral minion cards.
Trivia[edit | edit source]
- The priest class is infamous for its slow plays and a bias toward control decks. In April 2016, the official Twitter account described priest as "Arguably the most time consuming golden hero" to obtain.
- "Priest turn" is a phrase used to describe turns when the optimal play is simply to do nothing. The term is usually applied to late game turns where total inaction is far less common, and typically refers to priests, but can also be used for other classes. The term first arose due to the play-style of many control priest decks, which frequently saw late game turns with full mana, several cards in hand, and yet the priest taking no action, except perhaps to use Lesser Heal on themselves.
- Some priests, when unable to take any action on turn 2, will use their mana to cast a Lesser Heal on their opponent. Since no other action can be taken, and assuming that no damage has yet been dealt, there is neither any advantage nor disadvantage to this act (unless the player's deck includes Frost Giants). Thanks may be offered, or when a pair of priests is involved, the gesture may be reciprocated. The Hero Power is sometimes accompanied by Anduin's threaten emote - "The Light shall burn you!" - suggesting the healing is in fact a somewhat ineffective attempt to destroy the opponent.
- At one point during the game's alpha, the priest's Hero Power did not heal targets, but rather gave +1 Health to the next minion the priest played. The effect stacked if it was not consumed, meaning that if the priest used the ability several times (over several turns) without summoning a minion, the next minion summoned would gain several points of bonus Health. This design was eventually removed, primarily due to concerns over UI and mechanic complexity, and because the developers felt that it strayed too far from the priest's healing-based nature.
- Tyrande Whisperwind appears to have been an earlier prototype for the priest class during the game's alpha, prior to the arrival of Anduin.
Patch changes[edit | edit source]
- Patch 126.96.36.19919 (2016-07-12): Golden Priest, Rogue, and Neutral cards are now easier to tell apart. [The ribbon at the tops and bottoms of golden cards are now black for Rogue, and white for Priest.]
References[edit | edit source]
Death Knight (special class)