Introduction


Hey, guys! I’m Chriseroi, a “pretty okay” hearthstone player who started in June of 2015 and has been playing and enjoying it ever since! While I love reading a lot of these guides on hearthstone Players from various parts of the community, I noticed that C'Thun

Priest never really took off with those who wrote here frequently, and that’s such a shame because it honestly surprised me with how good of a deck it is when piloted properly (or even improperly)! I made this deck in June, but it’s still doing me justice now and it can deal with most classes in the meta and almost completely triumphs over any aggro deck. Oh, and here’s a guide!

Deck Insight


Now, I’m not going to explain every card in the deck – not only would that drag on, but it’d basically be reciting information that’s been around in the hearthstone meta for a long time, and most are self-explanatory (Northshire Cleric

synergizes with healing; Priest has a healing hero power).

C'Thun Priest
Class Cards (15)
4440
2
Power Word: Shield
1
2
Northshire Cleric
1
Shadow Word: Pain
2
2
Shadow Word: Death
3
2
Hooded Acolyte
4
Excavated Evil
5
2
Holy Nova
5
Twilight Darkmender
5
Entomb
6
Cabal Shadow Priest
6
Neutral Cards (15)
2
Beckoner of Evil
2
2
Loot Hoarder
2
Acolyte of Pain
3
Brann Bronzebeard
3
Disciple of C’Thun
3
2
Twilight Elder
3
2
C’Thun’s Chosen
4
Azure Drake
5
Twin Emperor Vek’lor
7
Doomcaller
8
C’Thun
10
View Deck

But there are a couple of really important cards, both new and old, that are essential to making this deck work, especially in today’s meta, so let me point them out here so you guys know how they work and why they work.

Shadow Word: Pain

and Shadow Word: Death
– We run one Shadow Word: Pain
in order to get rid of anything that might ruin our tempo, such as a nasty Fierce Monkey
, because C'Thun
Priest depends on a strong early game in order to draw out some initial tempo and build a better board by the late game. As for Shadow Word: Death
however, we run two copies since more control decks are present on the ladder, and with most of the aggro decks being
and
, this handles Flamewreathed Faceless
and Sea Giant
.

Excavated Evil

– You’d be surprised at just how versatile the extra point of damage is, especially when you’re falling behind and can use your few minions to trade into a board clear. Of course, since it damages our board as well and it is so situational, we only run one copy to avoid cluttering up our hand with a dead card. That’s why we run two copies of Holy Nova
to make up for it.

Twilight Darkmender

– This is a boon for C'Thun
Priest if the deck emphasizes control, because it allows you to either stall the game out during a fatigue match, take the lead over an aggro deck as they run out of steam, or more; it simply is just a great card with a wonderful amount of value.

Entomb

– This is probably the best way to get rid of C'Thun
with Priest, as it negates the effects of Doomcaller
and it means that you’ll have an extra C'Thun
to play with as well, so there’s no reason why you shouldn’t save Entomb
for C'Thun
unless you won’t live long enough to see your opponent play one, if you know what I mean.

Loot Hoarder

– With plenty of card draw in this deck, control was never an issue as I tested this deck. As a point of contention, however, vamp9190 mentioned that these two copies of Loot Hoarder
might be unnecessary, what with all the copies of
, and an Acolyte of Pain
. If you don’t think this card works for you, feel free to replace them with another minion! I can’t tell you what minion to replace them with, however, but experiment if need be.

Twin Emperor Vek'lor

– Probably one of the most powerful legendaries in the WotOG expansion, but this guy is definitely at least partially responsible for making C'Thun
Priest as strong as it can be, with this card’s condition met almost every time you draw this card thanks to the plentiful amount of C'Thun
buffs in the deck. I shouldn’t really need to explain much else if you’ve ever used this card before. Bonus: Brann Bronzebeard
+ Twin Emperor Vek'lor
play on Turn 10?

Doomcaller

– This guy’s fantastic, because you can play it by itself for average stats or use it to revive your C'Thun
late into the game. There’s no bad choice! It’s a simple card, but I like this card a lot.

General


Mulligan

  • Remember to throw away your spells and high-cost minions in search of your early game minions: Northshire Cleric
    , Beckoner of Evil
    , Loot Hoarder
    , Acolyte of Pain
    , and Twilight Elder
    .
  • Don’t keep minions such as Hooded Acolyte
    or Disciple of C'Thun
    because you’ll either not have enough mana to activate their effect or you’ll just waste their effect if you play them on an empty board.

Tips

  • The most notable feature of this deck is that it has enough early game and healing to handle any aggro deck.
  • If you don’t have board presence, play a minion over a spell. The goal of any good deck is to put pressure on your opponent, so keep playing minions if you have the chance, but don’t overextend.
  • Try to hold your cards to maximize their synergetic value (i.e. cards like Twilight Darkmender
    , Doomcaller
    , etc.) but if you’re behind on the board and you don’t have any other choices, feel free to play the card to get ahead, because you can’t play a good combo if you’re not alive to play it.
  • Remember to always have board control, but make sure to not play right into an area-of-effect (AOE) spell by the opponent. Generally, the rule is three minions at a time, and even when you think you’re about to win the game, don’t overextend – you’ll never know when the opponent can make a comeback.
  • Entomb your opponent’s C'Thun
    for massive bonus points, but if a Tirion Fordring
    is blocking your way (or some other huge value class minion) don’t fret to Entomb
    that guy instead.

Class Matchups


Warrior

  • If you see Warrior, chances are that it’s a slow control deck, so follow the default mulligan outlined above but keep Acolyte of Pain
    as well if you see him.
  • I can’t stress this enough, but please don’t overextend your board because Brawl
    is a devastating card when used to capitalize on your carelessness.
  • Before you’re thinking of playing C'Thun
    , bait out their removal like
    , but if you can’t, it’s not the end of the world.
  • Play your early game minions and trade favorably, saving C'Thun
    for the finishing blow.
  • I haven’t seen too much Pirate Warrior recently, but they traditionally tend to be aggro-centric, so try to take advantage of your card draw and early head start to clear their board or draw into Twin Emperor Vek'lor
    , if you’re lucky.

Warlock

  • This deck seems to do rather well against Zoolocks, so stick with the default mulligan, keeping one copy of Excavated Evil
    or Holy Nova
    if you see it.
  • Use your minions early on to trade, keeping the board clear so they can’t flood the board with Sea Giant
    or activate Power Overwhelming
    , or that’ll swing the game entirely in their advantage.
  • Hopefully, you’ll have drawn taunts and heals by turn seven, so you can slow down your opponent and swing the game in your favor.
  • A Renolock deck is a decidedly different battle, as you’ll have to wear out the opponent as he burns through his deck and eventually drops Reno Jackson
    . If you can’t kill your opponent within a single turn, don’t waste your C'Thun
    and minions because you do not want to give them the opportunity to heal back to full health with Reno Jackson
    .

Shaman

  • Most Shaman decks use the same core cards, so stick to the default mulligan and try to control the board.
  • If you see a lot of Shaman on the ladder, replace a Loot Hoarder
    for an Acidic Swamp Ooze
    as you’ll want to get rid of Doomhammer
    as soon as you see it.
  • If it’s a Midrange Shaman, definitely consider using Entomb
    on a Thing From Below
    or a Flamewreathed Faceless
    to control the board and pressure the opponent.
  • Play your minions quickly and attempt to gather full control of the board as soon as possible. If you need to heal, I’d save Brann Bronzebeard
    and combo him with a Twilight Darkmender
    , if you somehow can get both of those cards in the same hand.
  • If it’s an Aggro Shaman, keep their board clear using your spells and drop as many minions as you can, but most Aggro Shaman players ignore your minions anyway, so don’t focus too much on creating a strong board if you need to protect yourself first.

Rogue

  • Focus on clearing their board using your minions, buffing them with spells such as Power Word: Shield
    .
  • Save Entomb
    for
    or C'Thun
    and keep an AOE spell on hand for a board full of stealthed minions.
  • As always, make sure to control the board and remove their minions through efficient trades and spells as soon as possible.

Hunter

  • Face Hunter isn’t really a thing anymore, but I have seen a lot of Midrange Hunter lately, but the strategy for that matchup is pretty similar to Shaman and Warrior. Keep the board clear and ruin their day by taking away their beast synergies, watching out for that turn eight Call of the Wild
    .
  • Consider using Entomb
    on one of their Savannah Highmane
    , making sure to develop a strong enough board or drawing a Shadow Word: Death
    to take care of the second one. These tend to generally be the biggest threats.

Druid

  • Druid typically isn’t a huge problem for C'Thun
    Priest, although their uncanny ability to drop huge threats before you can efficiently deal with them might be an obstacle.
  • Follow the default mulligan, but like Warrior, try to keep an Acolyte of Pain
    if you see him.
  • Play your early game minions, trade efficiently, and keep an Entomb
    or Shadow Word: Death
    in hand by at least turn seven in case any Innervate
    shenanigans allow your opponent to play a C'Thun
    the next turn.
  • As any observant hearthstone player knows, their weakness is that Swipe
    is their only effective board clear, so if you can maintain an okay board before they drop too many threats down, you should be able to eventually take the lead with AOE spells and efficient trades.
  • If it’s C'Thun
    Druid, C'Thun
    is typically their only win condition so stay vigilant and have your removal ready and on hand.

Paladin

  • Not much has changed for Paladin, although I haven’t seen much of it on the ladder as of recent: Aggro Paladin seems to be the only archetype I’ve been playing against whenever I do find a Paladin player, but go about it the same way you’d go about Aggro Shaman and Control Warrior and stick with the default mulligan.
  • Keep a small and strong board to avoid Equality
    board clears.
  • Consider using Entomb
    for Tirion Fordring
    or Sylvanas Windrunner
    , or even C'Thun
    , although I doubt you’ll see any of these guys nowadays.

Mage

  • There’s mostly Tempo Mage with a small sliver of Freeze Mage on the ladder recently, but we’ll just cover Tempo Mage as it’s an archetype C'Thun
    Priest generally has a problem with.
  • Watch out for a Frostbolt
    turn two if you play a Northshire Cleric
    turn one.
  • Use your Shadow Word: Pain
    on any Water Elemental
    you see, but don’t use your Entomb
    until Archmage Antonidas
    or Ragnaros the Firelord
    comes out.
  • The key here is to create a strong board faster than your opponent, which will allow you to hopefully take the lead and defeat your opponent faster than he or she can defeat you. In my experience, it’s tough, but it’s not impossible. Believe in yourself!

Closing


Thanks for reading! I hope you find this guide useful, and like you all probably know already, always think about the worst outcome that could happen every single turn and plan ahead! Let me know if you’ve enjoyed what I’ve written here, and feel free to criticize anything I said if you disagree. I’ll see you guys in Hearthstone!