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{{Class define
<big>The '''{{iconspanclass|Priest|x20px}}''' is one of the ten [[class]]es in ''[[Hearthstone]]'', represented by ''[[Anduin Wrynn]]'', ''[[King Anduin]]'', ''[[Tyrande Whisperwind]]'', and ''[[Madame Lazul]]''.</big>
 
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|id=6
{{tocright}}
 
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|renderName=Priest
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|icon=Priest icon.png
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|iconBorder=Priest icon border.png
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|iconHeader=Priest - Header icon.png
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|heroDbfId=813
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}}
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:''The Light calls, but shadows whisper. Heroes of righteousness, Priests have unmatched healing potential and can bestow powerful holy enchantments on their minions. However, there is no light without dark. Priests can also tap into the shadows to manipulate the minds of their enemies and deal mortifying psychic damage.''<ref name="PlayHearthstone">{{cite web|url=https://playhearthstone.com/en-us/heroes/priest|title=Priest - Heroes - Hearthstone|work=PlayHearthstone|accessdate=2021-06-20}}</ref>
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'''{{iconspanclass|{{PAGENAME}}|x24px}}''' is one of {{Number of classes}} [[class]]es in ''[[Hearthstone]]''.
   
 
==Heroes==
 
==Heroes==
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{{PAGENAME}} is represented by the following [[hero]]es.
{{Tocright}}
 
  +
{{Class article heroes|Priest}}
 
{{heroportrait|Anduin Wrynn}} {{Heroportrait|King Anduin}} {{heroportrait|Tyrande Whisperwind}}{{heroportrait|Madame Lazul}}
 
 
==Overview==
 
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 [[Embrace the Shadow|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==
 
==Background==
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==Hero Power==
 
==Hero Power==
{{Card|Lesser Heal}}
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<div style="float:right">{{Card|Lesser Heal}}</div>
 
{{Main|Lesser Heal}}
{{clrl}}
 
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:''Restore your allies with a divine touch.''<ref name="PlayHearthstone" />
[[Hero Power]]s are unique abilities, specific to each class. Hero Powers cost 2 [[mana]], and can be used once per [[turn]].
 
   
 
The default priest [[Hero Power]] is [[Lesser Heal]], a powerful [[healing]] option which can be used on [[heroes]] or [[minion]]s 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.
 
The default priest [[Hero Power]] is [[Lesser Heal]], a powerful [[healing]] option which can be used on [[heroes]] or [[minion]]s 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===
 
===Replacement Hero Powers===
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{{Class article hero powers|Priest}}
{{Card|Heal}}
 
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*[[Heal]] is the upgraded Hero Power.
{{Card|Mind Spike}}
 
 
*Playing [[Shadowform]] will replace the current Hero Power with [[Mind Spike]]. In [[Classic format]], playing [[Shadowform (Classic)|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.
{{Card|Mind Shatter}}
 
 
*[[Shadowreaper Anduin]] will replace the current Hero Power with [[Voidform]], as well as replacing the hero.
{{Card|Voidform}}
 
 
*[[Activate the Obelisk]] will replace the current Hero Power with [[Obelisk's Eye]] once the Quest is completed.
{{Card|Obelisk's Eye}}
 
 
*[[Galakrond, the Unspeakable]] will replace the current Hero Power with [[Galakrond's Wit]], as well as replacing the hero.
{{Card|Galakrond's Wit}}
 
{{clrl}}
 
[[Justicar Trueheart]] Battlecry and [[Baku the Mooneater]] Start of Game effect will replace Lesser Heal with [[Heal]].
 
   
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==Traits==
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.
 
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===Healing===
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:''Staying alive is one of the best ways to make it to victory. Priests have powerful cards for keeping their minions in tiptop shape to deal damage.''<ref name="PlayHearthstone" />
 
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.
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;Featured cards
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{{Div list cards|{{Card|Power Word: Shield}}{{Card|Circle of Healing}}{{Card|Holy Nova}}{{Card|Lightwell}}}}
   
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===Silence===
[[Shadowreaper Anduin]] will replace the current Hero Power with [[Voidform]], as well as replacing the hero.
 
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:''Priests can use their psychic abilities to control minions, manipulating even their very card text. Silence can erase the power of a Priest’s enemies, and by the same token eliminate weaknesses from friendly minions.''<ref name="PlayHearthstone" />
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;Featured cards
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{{Div list cards|{{Card|Purify}}{{Card|Mass Dispel}}{{Card|Plague of Death}}{{Card|Kabal Songstealer}}}}
   
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===Cloning===
[[Activate the Obelisk]] will replace the current Hero Power with [[Obelisk's Eye]] once the Quest is completed.
 
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:''A truly sage Priest knows how to use the enemy’s mind tricks against them.''<ref name="PlayHearthstone" />
 
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]].
  +
;Featured cards
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{{Div list cards|{{Card|Zerek's Cloning Gallery}}{{Card|Thoughtsteal}}{{Card|Madame Lazul (minion)}}{{Card|Seance}}}}
   
 
==How to get cards==
[[Galakrond, the Unspeakable]] will replace the current Hero Power with [[Galakrond's Wit]], as well as replacing the hero.
 
 
===Core cards===
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Raising {{PAGENAME}} up to level 10 awards 16 [[Core]] {{PAGENAME}} cards (31 copies), while winning up to 500 games in [[Ranked]], [[Arena]] and [[Duels]] awards [[Golden card|golden]] copies of existing cards. All Core cards are [[uncraftable]] and cannot be crafted or disenchanted.
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;Starting cards
 
{{PAGENAME}} starts with the following cards:
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{{Div list cards
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|{{Card|Flash Heal (Core)|origlink=1}}
 
{{Card|Holy Smite (Core)|origlink=1}}
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{{Card|Psychic Conjurer (Core)|origlink=1}}
 
{{Card|Shadow Word: Death (Core)|origlink=1}}
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{{Card|Lightspawn (Core)|origlink=1}}
 
{{Card|Holy Nova (Core)|origlink=1}}
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{{Card|Power Infusion (Core)|origlink=1}}
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}}
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;Levels 2-10
 
Up to level 10, reaching each level will award the player two copies (one at level 10) of a new Core {{PAGENAME}} card.
  +
{{Div list cards
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|{{Card|Temple Enforcer (Core)|origlink=1|footer=Level 2}}
 
{{Card|Shadowed Spirit|footer=Level 3}}
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{{Card|Kul Tiran Chaplain (Core)|origlink=1|footer=Level 4}}
 
{{Card|Crimson Clergy|footer=Level 5}}
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{{Card|Focused Will|footer=Level 6}}
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{{Card|Thrive in the Shadows|footer=Level 7}}
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{{Card|Shadowform (Core)|origlink=1|footer=Level 8}}
 
{{Card|Shadow Word: Ruin (Core)|origlink=1|footer=Level 9}}
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{{Card|Natalie Seline (Core)|origlink=1|footer=Level 10}}
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}}
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===Expansion cards===
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[[File:{{PAGENAME}} - Card pack.png|200px|thumb|{{PAGENAME}} pack]]
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{{Main|Card pack}}
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{{PAGENAME}}'s [[expansion]] cards can be obtained mostly by obtaining corresponding card packs or {{PAGENAME}} class packs. The player can buy them in [[Shop]] with [[gold]] or real money, or get them through various sources. Some cards may be available through various promotions, like logging in to get them.
  +
  +
[[Mini-set]] cards, while can be obtained like expansion cards, can also be obtained by buying its bundle available in Shop for a limited-time. The player can buy the bundle with gold or real money.
  +
  +
Expansions cards are also craftable and can be obtained by crafting them with [[Arcane Dust]].
  +
  +
===Adventure cards===
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{{Main|Adventure}}
  +
Adventure cards can be obtained by completing their [[Adventure]]'s encounters. They are [[uncraftable]] until the player completes the Adventure or their set rotates to [[Wild format]]. The player can buy the Adventure with gold for each individual part, or real money for the whole of it.
  +
  +
==Cards==
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{{List cards formats}}
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Breakdown of {{PAGENAME}} cards in both Standard and Wild formats can be seen in the following table.
  +
{{Class article cards|Priest}}
   
 
==Strategy and gameplay==
 
==Strategy and gameplay==
{{#ev:twitchvod|v97286196|400|right|||autoplay=false}}
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{{#ev:twitchvod|v97286196|400|right|||}}
   
The Priest is one of the most defense-oriented class in the game. Their ability to keep their own minions alive while destroying even the biggest army of enemy minions is one of the best in the game, 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.
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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 [[Paladin]]s, 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 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]] outright destroying them. Even when the Priest is completely overwhelmed, they can wipe the board clean with cards like [[Shadow Word: Ruin]], [[Lightbomb]], and [[Psychic Scream]], 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.
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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 (minion)|Madame Lazul]] even lets them take a peek at their opponent's hand, letting them anticipate their opponent's moves. 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 [[Fireball]]s with [[Archmage Antonidas]], or even turn into their opponent's class if they copied a [[Hero card]].
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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 (minion)|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 [[Fireball]]s 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 control effect|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.
 
Priest can also bend lesser minds to their will, [[Mind control effect|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 make more efficient trades.
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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 [[Silence (ability)|silencing]] options of any class. The basic [[Silence (card)|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.
 
Priests have the largest and most flexible [[Silence (ability)|silencing]] options of any class. The basic [[Silence (card)|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 [[Resurrection effect|resurrect]] their fallen allies with cards like [[Mass Resurrection]] and [[Eternal Servitude]]. These cards also have the added effect of being able to potentially summon high-cost minions for a smaller cost the spell used to revive them. [[Resurrect Priest|Decks]] have been made to exploit Resurrect effect to their fullest by utilizing only expensive minions.
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When healing is not enough, Priests can also [[Resurrection effect|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. [[Resurrect Priest|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.
 
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.
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[[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.
 
[[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.
   
In the [[Year of the Phoenix]], the Priest's identity was enforced to no longer be associated with burst damage combos, and these tools were sent to the [[Hall of Fame]] and their evergreen cards retooled to fit that image better.
+
In the [[Year of the Phoenix]], some of the Priest's core cards were replaced to distance the class's identity from burst damage combos, moving these tools to the [[Hall of Fame]].
 
==Spells==
 
{{Wild format list}}
 
''See [[Spell]].''
 
{{List cards|format=standard|class=Priest|type=Spell|collectible=true}}
 
 
{{List cards/Section|title=Uncollectible|text={{Wild format list}}
 
The following spells are generated by other priest cards or effects, and are [[uncollectible]].|level=3|format=standard|class=Priest|type=Spell|collectible=false}}
 
 
==Minions==
 
{{Wild format list}}
 
All classes can also use [[neutral]] minions in their decks. See [[Minion]].
 
{{List cards|format=standard|class=Priest|type=Minion|collectible=true}}
 
 
===Uncollectible===
 
{{Wild format list}}
 
The following minions are generated by other priest cards, and are [[uncollectible]].
 
{{List cards|format=standard|class=Priest|type=Minion|collectible=false}}
 
{{List cards/Section|title=Weapons|text={{Wild format list}}
 
 
See [[Weapon]].|level=2|format=standard|class=Priest|type=Weapon}}
 
{{List cards/Section|title=Hero card|text={{Wild format list}}
 
See [[Hero card]].|level=2|format=standard|class=Priest|type=Hero card}}
 
{{List cards/Upcoming|format=standard|level=2|class=Priest|collectible=true}}
 
 
==Leveling rewards==
 
As a hero reaches various [[level]]s they are awarded new cards, with each class having its own rewards. All cards awarded by gaining levels are [[soulbound]], and cannot be [[crafted]] or disenchanted.
 
 
Levels up to 10 award new [[basic]] class cards, while levels after this award only [[golden]] versions of existing cards.
 
 
===Starting cards===
 
All priests start with the following class cards.
 
 
{{Card|Holy Smite}}
 
{{Card|Radiance}}
 
{{Card|Northshire Cleric}}
 
{{Card|Power Word: Shield}}
 
{{Card|Shadow Word: Pain}}
 
 
===Level 2-10===
 
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.
 
 
{{Card div|Divine Spirit|Level 2}}
 
{{Card div|Mind Vision|Level 4}}
 
{{Card div|Holy Nova|Level 6}}
 
{{Card div|Shadow Word: Death|Level 8}}
 
{{Card div|Mind Control|Level 10}}
 
 
===Level 11-60===
 
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.
 
 
{{Card div|Radiance|Level 15/20|gold}}
 
{{Card div|Holy Smite|Level 23/26|gold}}
 
{{Card div|Divine Spirit|Level 28/30|gold}}
 
{{Card div|Mind Vision|Level 32/34|gold}}
 
{{Card div|Shadow Word: Pain|Level 36/38|gold}}
 
{{Card div|Northshire Cleric|Level 40/42|gold}}
 
{{Card div|Shadow Word: Death|Level 43/44|gold}}
 
{{Card div|Holy Nova|Level 45/46|gold}}
 
{{Card div|Power Word: Shield|Level 47/48|gold}}
 
{{Card div|Mind Control|Level 49/50|gold}}
 
{{Card div|Murloc Raider|Level 51/52|gold}}
 
{{Card div|Shattered Sun Cleric|Level 53/54|gold}}
 
{{Card div|Darkscale Healer|Level 55/56|gold}}
 
{{Card div|Gnomish Inventor|Level 57/58|gold}}
 
{{Card div|Lord of the Arena|Level 59/60|gold}}
 
   
 
==Trivia==
 
==Trivia==
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* {{wow|Tyrande Whisperwind}} appears to have been an earlier prototype for the priest class during the game's alpha, prior to the arrival of Anduin.<ref>{{tw|https://twitter.com/bdbrode/status/609193041790799873|2015-06-11|Ben Brode}}</ref><ref>[[:File:Development - Tyrande.jpg]]</ref>
 
* {{wow|Tyrande Whisperwind}} appears to have been an earlier prototype for the priest class during the game's alpha, prior to the arrival of Anduin.<ref>{{tw|https://twitter.com/bdbrode/status/609193041790799873|2015-06-11|Ben Brode}}</ref><ref>[[:File:Development - Tyrande.jpg]]</ref>
   
==Patch changes==
+
==Gallery==
  +
;Card frames
* {{Patch 5.2.0.13619}} 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.]
 
  +
<gallery widths="150">
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frame-hero-priest - Patch 18.0.png|Hero card
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frame-minion-priest - Patch 18.0.png|Minion
  +
frame-spell-priest - Patch 20.0.png|Spell
  +
frame-weapon-priest - Patch 18.0.png|Weapon
  +
</gallery>
  +
;Dual-class
  +
<gallery widths="150">
  +
frame-minion-paladin-priest - Patch 18.0.png|Paladin/Priest Minion
  +
frame-spell-paladin-priest - Patch 20.0.png|Paladin/Priest Spell
  +
frame-minion-priest-warlock - Patch 18.0.png|Priest/Warlock Minion
  +
frame-spell-priest-warlock - Patch 20.0.png|Priest/Warlock Spell
  +
</gallery>
  +
  +
;History
  +
<gallery widths="150">
  +
frame-hero-priest.png|Hero card prior to [[Patch 18.0.0.54613]]
  +
<!--frame-minion-priest.png|Minion prior to Patch 18.0.0-->
  +
frame-spell-priest.png|Spell prior to [[Patch 20.0.0.77662]]
  +
frame-weapon-priest.png|Weapon prior to Patch 18.0.0
  +
</gallery>
   
 
==References==
 
==References==
 
{{reflist}}
 
{{reflist}}
   
{{Classes}}
+
{{classes}}
   
 
<metadesc>A complete reference to the Priest class and cards available in Hearthstone.</metadesc>
 
<metadesc>A complete reference to the Priest class and cards available in Hearthstone.</metadesc>
 
 
[[Category:Classes]]
 
[[Category:Classes]]

Revision as of 21:18, 20 June 2021

The Light calls, but shadows whisper. Heroes of righteousness, Priests have unmatched healing potential and can bestow powerful holy enchantments on their minions. However, there is no light without dark. Priests can also tap into the shadows to manipulate the minds of their enemies and deal mortifying psychic damage.[1]

Priest icon Priest is one of 11 classes in Hearthstone.

Heroes

Priest is represented by the following heroes. Anduin Wrynn is the default hero of Priest.

Heroes
HERO 09
HERO 09a
HERO 09b
HERO 09h
HERO 09y
HERO 09ab
Alternate portraits
HERO 09c
HERO 09d
HERO 09f
HERO 09e
HERO 09g
HERO 09i
HERO 09j
HERO 09l
HERO 09m
HERO 09n
HERO 09o
HERO 09q
HERO 09r
HERO 09s
HERO 09t
HERO 09u
HERO 09x
HERO 09v
HERO 09w
HERO 09z
HERO 09aa
HERO 09ac
HERO 09ad
HERO 09ae
HERO 09af
HERO 09ag


Background

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.[2]

Hero Power

Lesser Heal
Main article: LegacyLesser Heal
Restore your allies with a divine touch.[1]

The default priest Hero Power is LegacyLesser 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

Heal
Mind Spike
Voidform
Obelisk's Eye
Galakrond's Wit
Holy Touch
Void Spike

Traits

Healing

Staying alive is one of the best ways to make it to victory. Priests have powerful cards for keeping their minions in tiptop shape to deal damage.[1]

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 LegacyInner Fire, and minions such as LegacyLightspawn. Priests are capable of strong defensive play, keeping a handful of minions alive against all odds, and quickly regenerating defenders between rounds.

Featured cards
Power Word: Shield
Circle of Healing
Holy Nova
Lightwell

Silence

Priests can use their psychic abilities to control minions, manipulating even their very card text. Silence can erase the power of a Priest’s enemies, and by the same token eliminate weaknesses from friendly minions.[1]
Featured cards
Purify
Mass Dispel
Plague of Death
Kabal Songstealer

Cloning

A truly sage Priest knows how to use the enemy’s mind tricks against them.[1]

Known for their ability to peer into the minds of their opponents, priests can use spells such as LegacyMind Vision and LegacyThoughtsteal to steal from their opponent's deck. Priests also feature a theme of mind control, seizing control of enemy minions through cards such as LegacyCabal Shadow Priest, LegacyShadow Madness and the infamous LegacyMind Control.

Featured cards
Zerek's Cloning Gallery
Thoughtsteal
Card not found
Seance

How to get cards

Core cards

Raising Priest up to level 10 awards 16 Core Priest cards (31 copies), while winning up to 500 games in Ranked, Arena and Duels awards golden copies of existing cards. All Core cards are uncraftable and cannot be crafted or disenchanted.

Starting cards

Priest starts with the following cards:

Flash Heal
Holy Smite
Psychic Conjurer
Shadow Word: Death
Lightspawn
Holy Nova
Power Infusion
Levels 2-10

Up to level 10, reaching each level will award the player two copies (one at level 10) of a new Core Priest card.

Temple Enforcer
Level 2
Shadowed Spirit
Level 3
Kul Tiran Chaplain
Level 4
Crimson Clergy
Level 5
Focused Will
Level 6
Thrive in the Shadows
Level 7
Shadowform
Level 8
Shadow Word: Ruin
Level 9
Natalie Seline
Level 10

Expansion cards

Priest - Card pack

Priest pack

Main article: Card pack

Priest's expansion cards can be obtained mostly by obtaining corresponding card packs or Priest class packs. The player can buy them in Shop with gold or real money, or get them through various sources. Some cards may be available through various promotions, like logging in to get them.

Mini-set cards, while can be obtained like expansion cards, can also be obtained by buying its bundle available in Shop for a limited-time. The player can buy the bundle with gold or real money.

Expansions cards are also craftable and can be obtained by crafting them with Arcane Dust.

Adventure cards

Main article: Adventure

Adventure cards can be obtained by completing their Adventure's encounters. They are uncraftable until the player completes the Adventure or their set rotates to Wild format. The player can buy the Adventure with gold for each individual part, or real money for the whole of it.

Cards

List cards subpages
Main

Breakdown of Priest cards in both Standard and Wild formats can be seen in the following table.

PriestPriest card statistics
Rarity Hero Minion Spell Weapon Location Anomaly
Free 0 1 16 0 0 0
CommonCommon 0 62 64 1 1 0
RareRare 0 55 55 1 1 0
EpicEpic 0 30 34 0 0 0
LegendaryLegendary 4 48 6 1 0 0

Strategy and gameplay

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, LegacyLesser 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 LegacyPower Infusion, Mean Streets of GadgetzanKabal Talonpriest, and Saviors of UldumHigh 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 LegacyHoly Smite, Saviors of UldumPenance, or LegacyHoly Nova can take care of weaker foes easily. Even high-health minions are at risk, with cards like LegacyShadow Word: Pain and LegacyShadow Word: Death being capable of outright destroying them. Even when the Priest is completely overwhelmed, they can wipe the board clean with cards like LegacyShadow Word: Ruin, Rastakhan's RumbleMass Hysteria, and Saviors of UldumPlague 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 One Night in KarazhanPriest of the Feast and Journey to Un'GoroLyra the Sunshard complements that.

The Priest's ability to read their opponent's mind translates to card generation. They can use cards like LegacyPsychic Conjurer, LegacyThoughtsteal, and Knights of the Frozen ThroneArchbishop Benedictus to copy cards from their opponent's deck to use their cards against them, and cards like LegacyMind Vision, The WitchwoodChameleos, 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 LegacyGorehowl, chucking Fireballs with LegacyArchmage 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 LegacyMind 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 LegacyShadow Madness and Mean Streets of GadgetzanPotion 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 LegacyScarlet Subjugator and Rise of ShadowsLazul's Scheme, which combo well with cards like LegacyCabal 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 LegacyMass Dispel is the only card that can silence multiple enemies. They can even use cards like One Night in KarazhanPurify and Rise of ShadowsUnsleeping Soul to Silence their own minions, turning normally useless minions with huge stats like an LegacyAncient Watcher into powerful attackers.

When healing is not enough, Priests can also resurrect their fallen allies with cards like Rise of ShadowsMass Resurrection and Knights of the Frozen ThroneEternal 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 Knights of the Frozen ThroneObsidian Statue to their will, combined with cards like Rise of ShadowsShadowy Figure, Journey to Un'GoroMirage Caller, and Journey to Un'GoroAwaken 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 Kobolds & CatacombsDuskbreaker and Mean Streets of GadgetzanDrakonid Operative.

Burst damage & combos

A playstyle that used to be associated with Priest was their ability to unleash combos that can one-shot the opponent. LegacyMind Blast was once part of the Priest's arsenal, dealing direct damage to the hero for a small cost. Combined with LegacyProphet 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 LegacyShadowform to turn their Hero Power into a damage dealer, sacrificing their healing power for offense. What's more, Knights of the Frozen ThroneShadowreaper 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 LegacyAuchenai Soulpriest or Rastakhan's RumbleAuchenai Phantasm to turn their healing into damage, which combined with burst healing like LegacyCircle of Healing was a potent removal or damage.

LegacyDivine 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 LegacyInner Fire to convert their health into big damage, and doubling an already double health minion was often enough to outright kill an opponent.

In the Year of the Phoenix, some of the Priest's core cards were replaced to distance the class's identity from burst damage combos, moving these tools to the Hall of Fame.

Trivia

  • 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.[3]
  • "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 LegacyLesser 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.[4]
  • Tyrande Whisperwind appears to have been an earlier prototype for the priest class during the game's alpha, prior to the arrival of Anduin.[5][6]

Gallery

Card frames
Dual-class
History

References