02/13/2014 09:57 PM
Posted by alienj7
Define "versatility". Which cards are you talking about? I mean I'd rather be able to play offensively if I have an opportunity to do so. I can't really do much damage with a defender of argus or sunfury. Why just turtle up and play defense automatically if you could be laying the smack down?
Because if you try to "lay the smack down" on a guy who is trying to lay the smack down on you, you'll lose most of the times, simply because the probability of him having better support than you to do so is big. Priest lacks a lot in early game support for its minions, which means playing an offensive early game is less effective than it is in other classes. To add to that, Priest has two late game cards which I consider to be the best late game cards in the game: Cabal Shadow Priest and Mind Control. While they might look a bit too expensive at first sight, the advantage each of them brings is just huge.
Cabal Shadow Priest costs 2 more manas than a Chillwind Yeti (making example since they both have the same stats and the Yeti is vanilla) and lets you grab an opponent's small minion. So it's 2 manas for that effect, which could be translated into something like "Battlecry: summon a random <small> minion", and even if we're looking at a 2/1, it would be 6 manas for a 4/5 + 2/1. However, that 2/1 means your opponent just lost a 2/1 which most likely cost him 2 manas to get on the field. So you're getting clear advantage, regardless of the monster stolen. And needless to say, if you steal something like Thalnos/Loot Hoarder/Harvest Golem, that advantage ratio increases even more.
Mind Control is just plain sick. I remember watching Masters of Disguise, a few months ago, and at the start one of the magicians is doing a card trick where he says to the girl: "Pick a card, any card. Not this one (just for reference here, it was the bottom card of the deck) cause this one's too obvious". This applies so well to Mind Control. If you made it to mid game rather confortably, and managed to gain a bit of control through mid game (with Cabal Shadow Priests, heals and whatnot), then you're at a point where a small mistake can cost you the game, and a slight advantage can give you the game aswell. This is what happens with Mind Control. You'll clear the field with your small spells and your small minions, and make room for the big ones. Mind Control will make that nasty "will-make-you-use-2-cards" minion into pure advantage, and it only costs you the turn advantage, which may not even be noticed if you have field control by then. But my point is, use it well, and Mind Control finishes the game or, at the very least, gets you back in the game. You'll be stealing his best prize minion from his side of the field, which will make him spend something there. Which, at the very least (save for rare exceptions, ofc), turns Mind Control into a 1-for-2. Used well, you can almost ensure that it either means game or something very close to that or, if you're being overwhelmed, it will make you even the scale.
So, what I'm trying to say here is, I see Priest as control and late game, and Ancient Watchers are a cheap way to grant a solid early game, even if that means you won't be dishing out on your opponent's hp on the early turns.