I'm not sure if I've ever made a priestess book before: if I did, it was very early on when I first got the base set and probably involved a crazy-slow Asyran cleric centred economy build. Anyway, I've been playing beastmaster for the last six months or so with the same opponents, and wanted a bit of a change, so built this deck. It's by no means fine-tuned, but I found it interesting to play
[spellbook]
[spellbookheader]
[spellbookname]Snapping Turtle[/spellbookname]
[mage]Priestess[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=mw1a11]1 x Pillar of Light[/mwcard]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX1CKW01]2 x Wall of Steel[/mwcard]
[mwcard=mw1j08]1 x Hand of Bim-Shalla[/mwcard]
[mwcard=mw1j09]1 x Temple of the Dawnbreaker[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c06]1 x Brogan Bloodstone[/mwcard]
[mwcard=mw1c31]1 x Samandriel, Angel of Light[/mwcard]
[mwcard=mw1c39]1 x Valshalla, Lightning Angel[/mwcard]
[mwcard=mw1c22]2 x Knight of Westlock[/mwcard]
[mwcard=mw1c28]1 x Royal Archer[/mwcard]
[mwcard=MWSTX1CKC06]1 x Guardian Angel[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e29]1 x Nullify[/mwcard]
[mwcard=mw1e10]1 x Decoy[/mwcard]
[mwcard=MWSTX1CKE03]4 x Healing Charm[/mwcard]
[mwcard=MWSTX1CKE01]1 x Armor Ward[/mwcard]
[mwcard=mw1e11]1 x Divine Intervention[/mwcard]
[mwcard=mw1e37]1 x Fortified Position[/mwcard]
[mwcard=MWSTX1CKE02]1 x Divine Might[/mwcard]
[mwcard=mw1e12]2 x Divine Protection[/mwcard]
[mwcard=mw1e36]2 x Rhino Hide[/mwcard]
[mwcard=mw1e01]1 x Bear Strength[/mwcard]
[mwcard=mw1e30]2 x Pacify[/mwcard]
[mwcard=mw1e05]1 x Cheetah Speed[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q24]1 x Ring of Asyra[/mwcard]
[mwcard=mw1q15]1 x Leather Boots[/mwcard]
[mwcard=FWQ10]1 x Storm Drake Hide[/mwcard]
[mwcard=mw1q09]1 x Enchanter's Ring[/mwcard]
[mwcard=DNQ07]2 x Veteran's Belt[/mwcard]
[mwcard=mw1q06]1 x Dragonscale Hauberk[/mwcard]
[mwcard=mw1q19]1 x Mage Wand[/mwcard]
[mwcard=mw1q04]1 x Deflection Bracers[/mwcard]
[mwcard=mw1q03]1 x Crown of Protection[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i12]1 x Force Push[/mwcard]
[mwcard=mw1i14]1 x Heal[/mwcard]
[mwcard=mw1i13]1 x Group Heal[/mwcard]
[mwcard=mw1i24]1 x Seeking Dispel[/mwcard]
[mwcard=mw1i20]1 x Purify[/mwcard]
[mwcard=mw1i28]1 x Teleport[/mwcard]
[mwcard=mw1i07]2 x Dissolve[/mwcard]
[mwcard=mw1i06]3 x Dispel[/mwcard]
[mwcard=mw1i17]2 x Minor Heal[/mwcard]
[mwcard=mw1i02]1 x Battle Fury[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
StrategyMy approach is essentially 'build up a buffed army while stacking armour on the mage'. The details depend on whether my opponent is aggressive or defensive. So as a sample against a very aggressive opponent (i.e. a forcemaster who starts with cheetah speed, run, galvitar...) I started the other day with something like:
Turn 1: Don't move. Battle Forge (
on my centre square, Guardian Angel (12) Mana remaining - 0
Turn 2 (10 mana): BF: Enchantment Ring on self (1). Guardian angel guards. , f/d Rhino Hide on myself (1), f/d fortified position on my home square (2). Mana remaining - 6
Turn 3 (16 mana) BF: Crown of Protection (0). Prepare divine protection and Knight of Westlock.
This means that
- if he teleports me in with him to double-strike, I can reveal rhino hide and still cast KoW and divine protection (or flee, cast divine protection and boost the angel's armour),
- if he pulls the angel away and charges I can reveal both rhino hide AND fortified position, lay divine protection and boost the angel's armour
- if he pauses to summon, I can summon Knight of Westlock and cast divine protection.
Thoughts on Priestess cardsI didn't realise how good Guardian Angel being flying wasObviously you lose it when you guard, and I saw it as pretty situational: get over a wall or whatever. But not only does that utility help, but it's useful that you start flying when you lose the guard marker. So if my angel has just been hit in the face and is down to low health, she automatically takes to the air and is difficult to attack! Giving me time to healing charm her and use her innate healing before she gets hit again
Divine enchantments are aceWith enchanters ring and Ring of Asyra, I can put divine protection (aegis) on a creature for 2 mana. That's obscene. Or I can heal them four dice for 3 mana. Either way, I get a life for doing it. Similarly, pacify is far more efficient than essence drain and amounts to the much the same against a lot of creatures.
Knights of Westlock seem to be the benchmark 'normal' level 3The clear next step from Timber Wolves as the workhorse Level 2, they have a reasonably scary attack, good armour AND a good defence. Healing charm and divine protection are both great for making the most of that armour and preventing a couple of unlucky rolls taking them out. In particular, they're a breath of fresh air after Dire Wolves.
Brogan really irritates defensive magesHe's the reason I have bear strength in my deck: if you're giving someone melee+2, it might as well be someone who won't miss and won't care about armour.
Priestess really annoys my forcemaster opponentGenuine frustration grew as my roster of guards increased
Stuff I'd like to addTemple of the Dawnbreaker (everyone has defences, and this will be brutal if I have veterans belt on)
More pacifies and divine protections (if I can steal them from my brother's base set)
Asyran Defender (FiF)
Armory (FiF: at this point, I'd consider ditching the angels and specialising in soldiers)
Temple High Guard (whenever it emerges)
Really grateful for any thoughts!