- 1 Heroes
- 2 Overview
- 3 Background
- 4 Hero Power
- 5 Strategy and gameplay
- 6 Spells
- 7 Minions
- 8 Leveling rewards
- 9 Trivia
- 10 Patch changes
- 11 References
Heroes[edit | edit source]
Anduin Wrynn is the default hero for priests. Players who have unlocked the Tyrande Whisperwind or Madame Lazul alternate hero may choose to play as one of them instead when using any priest deck. All three heroes use the same gameplay mechanics; the difference is purely cosmetic.
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 and Northshire Cleric. 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 damage spells and attacks such as Mind Blast, Shadow Word: Pain and Shadow Word: Death. Shadowform allows priests to embrace the shadow, changing into a new form complete with a new direct damage Hero Power. Cards such as Holy Nova deal damage and healing simultaneously, while Auchenai Soulpriest allows priests to focus fully upon damage-dealing.
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 outmanoeuvring opponents.
The priest class also possesses healing synergy cards such as Northshire Cleric, providing additional effects when healing targets; as well as Auchenai Soulpriest, which turns this benign font of healing into an exceptional source of targetable damage.
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]
Healing[edit | edit source]
The priest is the only hero capable of routinely and repeatedly healing itself and its minions. This is achieved through a number of spells, but of note is the priest Hero Power: Lesser Heal. This allows the priest to heal any target for 2 health, at the cost of 2 mana. This option in particular can be relied upon to top up minions and to turn spare mana into restored health. It can be very useful for regenerating defenders, or for preventing a valuable minion from being worn down. It can also make attacking using minions more viable; using a 2/4 to destroy a 2/2 would normally leave it damage and vulnerable, but following its combat with Lesser Heal allows the priest's Hero Power to effectively destroy a 2/2 minion for only 2 mana. Lesser Heal is also a great mana dump for topping up the priest's health later in the game when short on cards, or early in the game before the right cards come along. It can serve to keep minions going longer, effectively providing the priest with a card advantage by removing the need to play new ones. Due to this, Priests may favour minions with higher health pools since they can survive attacks to get healed.
Aside from Lesser Heal, the priest also has access to Holy Fire, a useful hybrid damage/healing spell that acts as a strong removal option and a substantial self-heal; Circle of Healing, a powerful but situational spell which heals all minions for 4 health; and Holy Nova, an extremely effective AoE hybrid damage/healing spell that is capable of simultaneously clearing the enemy board and healing yours. The rare priest minion Lightwell also offers some powerful healing, if the priest can keep it alive.
The priest also has access to the health-boosting effects Divine Spirit and Power Word: Shield, which can be even more effective than healing, and by increasing the target's maximum health, can also increase the capacity for the use of Lesser Heal. Divine Spirit doubles the target minion's health, and can be used to quickly transform a solid taunt into an intimidating obstacle. Power Word: Shield serves as a 2 point health boost particularly useful for improving the survivability of a low-health minion such as Knife Juggler, with the added bonus of a card draw effect. These cards are often used in combination to increase a minion's health exponentially in the space of a turn.
Synergy[edit | edit source]
With healing and health management such a core theme to the priest, it's no surprise that the class also features some powerful healing synergy options.
Northshire Cleric is the priest equivalent of the hunter's Starving Buzzard. It causes the priest to draw a card each time a minion is healed. The minion does not have to be friendly - any minion healing will draw the priest a card - and multiple Clerics will cause the priest to draw multiple cards for each minion heal. The Cleric is a very powerful tool for the priest, and if she can be kept alive long enough can allow the priest to gain a significant card advantage. Lesser Heal allows the priest to make regular use of this, effectively rewarding the priest for damaging their minions. In addition, AoE heals like Holy Nova and Circle of Healing can cause the priest to draw several cards at once, making these already powerful spells lucrative options.
Inner Fire is a powerful priest spell which changes a minion's attack value to match its health. This can be useful on any high-health minion, but is often used in combination with cards such as Divine Spirit to swiftly create extremely powerful minions (see below). Lightspawn is a situational minion with a permanent Inner Fire effect, and is greatly strengthened by the aforementioned health-increasing effects.
Removal[edit | edit source]
One feature of priest decks is their range of removal options. Two key removal cards are Shadow Word: Pain and Shadow Word: Death. Shadow Word: Pain is capable of destroying any minion with 3 Attack or less; while Shadow Word: Death is capable of destroying any minion with 5 Attack or more. Together these cards give the priest ample ability to remove minions of any size - except for minions with precisely 4 Attack. For this reason, minions with 4 Attack can be useful in countering priest decks, as they are effectively immune to these two key cards. Players may choose to buff their minions so that they reach 4 Attack, preventing them from being removed by the priest, while priests may choose to use their own buffs to raise the level of a 4 Attack enemy, allowing them to destroy it with Shadow Word: Death.
The League of Explorers expansion added the Entomb card, which removes any minion regardless of its attack.
In addition, priests have access to Auchenai Soulpriest. This minion allows the priest to use Lesser Heal as a powerful removal ability in its own right, as the Hero Power essentially becomes a 2 damage nuke for 2 mana. Circle of Healing can also be used to deal a large amount of spread damage across the board.
Silences[edit | edit source]
Dealing damage[edit | edit source]
With all their healing and regenerative abilities, it's easy to forget the darker side of the priest's powers. Priests have an array of damaging spells, whether hybrid spells like Holy Fire and Holy Nova, or direct damage like Mind Blast or Holy Smite. Holy Smite is a useful removal spell, while Mind Blast serves as a more powerful if limited option, and with a little Spell Damage can be made into quite an effective nuke for use on the enemy hero themselves.
Priests can also choose to trade in their healing for a more direct approach to winning the battle. Auchenai Soulpriest is a minion whose ongoing effect converts all of the priest's healing spells and Lesser Heal to instead deal damage to their targets. Similarly, Shadowform allows the priest to transform Lesser Heal into Mind Spike, or Mind Shatter if played twice, allowing the priest to deal either 2 or 3 damage to any target for 2 mana. While these cards cause the priest to sacrifice their healing powers, they create some of the most powerful Hero Powers in the game, allowing the priest to deal substantial damage to any target at any time.
Auchenai Soulpriest can be useful for turning the priest's Hero Power Lesser Heal into a targeted 2 damage ability, as well as allowing other heals like that of Voodoo Doctor's Battlecry into useful snipes.
The priest legendary Prophet Velen is able to double the power of the priest's spells and Hero Powers, turning Mind Blast into a 2 mana, 10 damage spell, and allowing the priest to rapidly deal overwhelming amounts of targeted burst damage. This can be used by priests in later rounds to surprise and quickly defeat opponents.
Copying cards[edit | edit source]
The priest can obtain copies of their opponent's cards, using Thoughtsteal, Mind Vision, and other cards. Mind Vision copies from your opponent's hand, while Thoughtsteal copies from their unused deck. Mindgames provides a similar effect with a minion from your opponent's unused deck, placing it straight onto the field. The only comparable effect is the mage secret Mirror Entity, which must be triggered and can be baited.
Copying your opponent's cards can be great fun, and can provide you with some very unusual possibilities. A priest wielding Gorehowl? A priest hurling Fireballs created by Archmage Antonidas? A priest playing (and becoming) Lord Jaraxxus? Class limitations dictate only which cards can be selected for that hero's deck, not which cards that hero can play. These effects also allow you to transcend the 2-per-deck card limit (and the 1-per-deck legendary limit), making them useful even when playing against another priest.
Card-copying effects can give you a unique opportunity to experiment with hybrid effects, combining priest cards with those of other classes, or simply to enjoy turning your opponent's most prized cards against them. While unpredictable, these effects can create some very interesting play, and are also capable of revealing the opponent's strategy, and granting the perfect cards to counter it.
Mind control[edit | edit source]
The priest has access to the only non-neutral mind control effects, and is the only class to have access to all available effects. They also boast the most powerful of all: Mind Control. One of the most powerful cards in the game, Mind Control is understandably notorious for its ability to single-handedly turn the game in the priest's favour, able to wrest control of a prized minion and turn it against its former owner. Other mind control effects are either randomised, or limited to low-attack minions, but can still be useful for stealing minions when the board is right. Cabal Shadow Priest's battlecry allows the priest to grab a minion with 2 attack or less, while Shadow Madness can be useful situationally for seizing control of a minion with 3 attack or less until the end of the round; this minion is not exhausted and is most commonly used to attack another minion, achieving mutual destruction and serving as a double removal card.
Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
Deal 2 damage. 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.
|Power Word: Shield||Free||Priest||1|
Give a minion +2 Health.
Draw a card. Sure the extra protection is nice, but the shield really reduces visibility.
Restore 5 Health to your hero. Because you're worth it!
Double a minion's Health. Double the trouble. Double the fun!
|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".
|Shadow Word: Death||Free||Priest||3|
Destroy a minion with an Attack of 5 or more. If you miss, it leaves a lightning-bolt-shaped scar on your target.
Deal 2 damage to all enemies. 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.
Restore 3 Health. Finally a cure for degenerates.
Silence a minion. Reserved for enemy spellcasters, evil liches from beyond the grave, and karaoke nights at the Grim Guzzler.
Swap a minion's Attack and Health. "Help! I've fallen and I can't get down!"
Discover a copy of a minion in your opponent's deck. Zerek got sick of fighting over the remote.
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 6 Health to all friendly characters. Taken up an octave, it's highly effective against stained glass golems.
Deal 3 damage to a minion. This is what happens when you don’t give a sincere apology.
Choose a minion. Add a copy of it to your hand. “The spirits spoke to me.”
"What did they say?"
"You had lethal two turns ago."
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
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.
Give a minion +2/+2. Add 'More Arms!' to your hand that gives +2/+2. All the better to hug you with!
Silence all enemy minions. Draw a card. It dispels buffs, powers, hopes, and dreams.
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.
Deal 4 damage to a minion. If that kills it, add a copy of it to your hand. For a healthier option, try Holy Water: Zero.
Force each minion to attack another random minion. Black Friday gets worse every year.
Deal 5 damage. Restore 5 Health to your hero. Often followed by Holy Smokes!
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..."
Your Hero Power becomes 'Deal 2 damage'. If already in Shadowform: 3 damage. If a bright light shines on a priest in Shadowform… do they cast a shadow?
|Surrender to Madness||Epic||Priest||3|
Destroy 3 of your Mana Crystals. Give all minions in your deck +2/+2. Never give up, always surrender!
Choose a friendly minion. Summon a copy of it with 1 Health remaining. "I… I dreamed I accidentally crafted a golden Millhouse! It was so REAL!"
Put a copy of a random minion from your opponent's deck into the battlefield. Sometimes it feels like this is all a game.
|Power Word: Replicate||Epic||Priest||5|
Choose a friendly minion. Summon a 5/5 copy of it. Available as a bundle, along with Power Words: Detonate, Animate, Annihilate, and Paper Weight.
|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.
|Zerek's Cloning Gallery||Legendary||Priest||9|
Summon a 1/1 copy of each minion in your deck. Cloning can be a jarring experience.
|Showing all 38 cards|
The following spells are generated by other priest cards or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Description|
Give a minion +2/+2.
|Showing the only card|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Whenever a minion is healed, draw a card. They help the downtrodden and distressed. Also they sell cookies.
Deathrattle: Draw a Deathrattle minion from your deck. Shortstop on N'zoth's softball team.
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!
Battlecry: Restore 2 Health. Everyone hail to the squashling song!
Whenever you cast a spell, summon a 1/1 Zombie with Taunt. Loves long walks on the beach, raising the dead, and chocolates.
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?
Can't attack while damaged. These elementals, along with feldspar and mica, are often taken for granite.
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.
|Spirit of the Dead||Rare||General||Priest||1||0||3|
Stealth for 1 turn.
After a friendly minion dies, shuffle a 1-Cost copy of it into your deck. Just because you’re dead doesn’t mean you’re off the team.
Deathrattle: Return any spells you cast on this minion to your hand. "Now I feel... REALLY icky."
Deathrattle: Give a random friendly minion +1/+1. A grandmummy’s love is eternal.
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.
Battlecry: If you have 10 Mana Crystals, restore 10 Health to your hero. She feels waiting for healing makes you appreciate it more.
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."
Your cards and powers that restore Health now deal damage instead. The Auchenai know the end is coming, but they're not sure when.
Deathrattle: Destroy a random enemy minion. It's always nice to steal a familiar face.
Deathrattle: Summon a Deathrattle minion from your hand. Also does weddings.
Whenever a friendly minion is healed, summon a 3/3 Whelp. Everywhelp, get in here!
Summon 3 friendly minions that died this game. One's company, two's a crowd, and three's a "mass" resurrection, apparently.
Costs (1) less for each spell you've cast this game. Trolls can regenerate lost limbs, but this is what they do with the leftovers.
Battlecry: This turn, your healing effects deal damage instead. “Okay kids did everyone remember to heal before we left?”
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: Summon a random friendly minion that died this game. Give it Reborn. "Come with me if you want to re-live."
Deathrattle minions you play cost (3) less, but die at the end of the turn. (Cost can't be reduced below 1.) It's hard to call her reckless when it's clear she knows what she's doing.
|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....
Each turn this is in your hand, transform it into a card your opponent is holding. He's everyone you want to be.
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!
|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.
|Lady in White||Legendary||General||Priest||6||5||5|
Battlecry: Cast 'Inner Fire' on all minions in your deck. (set Attack equal to Health) She was a lady in polka dots until the gnomish laundromat incident.
|Zerek, Master Cloner||Legendary||General||Priest||6||5||5|
Deathrattle: If you've cast any spells on this minion, resummon it. His original name was Aerek. Then the first clone was Berek. They went evil around Merek.
|Bwonsamdi, the Dead||Legendary||General||Priest||7||7||7|
Battlecry: Draw 1-Cost minions from your deck until your hand is full. Everyone's dying to meet him.
Double the damage and healing of your spells and Hero Power. He's been exiled from his home, and all his brothers turned evil, but otherwise he doesn't have a lot to complain about.
At the end of your turn, summon a friendly minion that died this game. She always manages to lift your spirits.
Battlecry: Summon all minions from your hand that didn't start in your deck. Everyone wants to be a princess, but nobody ever considers the size of the hat.
|Showing all 36 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||Epic||General||Priest||0||0||1|
Mindgames whiffed! Your opponent had no minions!
|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 18.104.22.16819 (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)