OurSaviors of Uldum Obelisk Quest Priest Deck Guidefeatures the best possible deck list for this archetype in the current meta! Quests are back in the game for another run, and Priest’s version has quite a bit of potential we can explore early in the new expansion.

The previous quest,Awaken the Makers, was a fun but largely inconsequential card that wasn’t quite worth the investment required to complete the requirements. It turns out that skipping your first turn can often put you behind, so you will need to be able to make up for that by having a huge reward at the end of it, or enough cards to keep you stable throughout the game. Unfortunately, Priest was unable to find the right combination of cards to accomplish either of those things. Now, a new quest is here to make a splash, and this time it looks like it might be the one that is strong enough to get this style of deck over the hump.

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Always Keep

Situational Keeps

You will mostly want to keep these if you at the very least have Forbidden Words for removing a minion early on, so you may afford to keep later game stuff.

General Gameplay Tips

TheActivate the Obeliskquest once completed will give you the hero power, Obelisk’s Eye. It costs 2-mana and reads, “Restore 3 Health. If you target a minion, also give it +3/+3.”

This has a similar play-style to Big Priest in Wild, but it doesn’t have the huge early game “I Win” moments like that deck does with Barnes. We’re very vulnerable in the beginning turns, but if we can get to the late game our boards become very hard to remove.

While you won’t want to make this a habit, you can heal your opponent to gain restored health points for your quest! I would only do this if you are on turns where you literally have nothing else to heal and your opponent is almost at 30 anyways. We’ll be beating them up with big minions down the line, so we’re not too worried about a couple of health points in the early parts of the game. I should also say that completing the quest early is not a priority, so don’t do anything crazy just to finish it.

Early game is all about just defending the board as much as possible and not taking too much damage. We expect to lose the board and are merely just trying to get to at least turn 4 without taking too much damage. So, using Forbidden Words or Penance to take down a minion is going to be one of our best early game plays.

Once we get into the mid-game, we can actually start getting on the board. You want to be somewhat strategic about what minions you play, because we’ll be resurrecting some and you can influence what ends up coming back. So, if you’re against an aggressive deck, play the Convincing Infiltrator and once it dies, then we can play Psychopomp and guarantee it to come back. This is a basic scenario, but try to consider what minions you want to comeback based on the deck you are playing against.

Our late game is a lot of big minions that will be difficult for our opponent to remove. We’ve also gotCatrina MuerteandMass Resurrectionto bring back some of our previously killed minions onto the board.King Phaorismakes for one of our big potential swings, so look for him to hopefully get you enough resources to finish. We’re also runningTopsy Turvyas a late game finisher that can be paired with our hero power for a big damage punch.