I’ve always expressed some heartfelt rancor towards the Hearthstone adventure mode. To me, it’s felt like a money grab on the part of Team-5 in the way they would just release a picayune amount of weak cards. Albeit with some window dressing, you would actually have to do some work to receive those cards you’ve already paid for with your hard earned money or gold. Unlike the previous adventure modes, (and even the last expansion) the League of Explorers changed it all for me. This time, Team-5 has released a nice conglomerate of cards that bring fun and usefulness all wrapped up in a nice package. Yes, I still think having to wait several weeks for the entire set is protracted but you know what? It was worth it this time because each week brought a new flavor to the game that Hearthstone has desperately needed.
How to Play
Dragon Priest has been one of my favorite decks to play since its creation back in the TGT days. It’s an easy deck to learn; highly malleable; and one that allows the inaduvial to prosper once they learn the minutia of everything it has to offer. Like most Priest decks, the Dragon archetype wins by slowly draining the opponent of all resources through efficient board control and the Priests hero power. Winning games with the Dragon Priest feels great; it’s a good old fashion minion whooping and one that you don’t have to feel guilty about because it wasn’t by some nefarious means. What I mean by this, is that it doesn’t feel like a loop-hole in the system, there is no big secrets turn, there is no Molten Giants turn, it’s just consistent play throughout: minion after minion, turn after turn with an occasional spell mixed in. Essentially, Dragon Priest is much like how an old racist white guy would refer to pre 1950’s American sports: “it’s the way the game is supposed to be played!”
Like most midrange decks, the Dragon Priest is played out on curve: Twilight Whelp turn-1, Wyrmrest Agent turn-2, Twilight Guardian turn-4, etcetera, etcetera. Spells in the deck are limited, so saving the removal should be paramount. Unlike most classes the Priests hero power allows you to efficiently trade with your minions, negating the need for lots of spells. Make sure when you do use the decks removal, it’s for a huge tempo swing, like removing that Dr. Boom from the board with a Shadow Word: Death or wiping 3-4 minions from an aggressive deck with a Holy Nova. Dragon Priest can be really strong, but like all decks you need to be aware of the situation in the given game and if you can successfully execute situationally, you’ll be O.K. with any deck in your cache.
Museum Curator: This is by far, my favorite card that has come out of The League of Explorers. First off, the “Discover” mechanic is insane, it’s practically a Tracking on steroids and it makes the previous mechanic “inspire” look like a joke. In the Curators case, the discover mechanic is even better, the ability to choose between three different deathrattle cards for only 2-mana is great and let’s not forget that it puts a 1-2 body on the board that can get buffed by a Velen’s Chosen on turn-3! Much like how I was explaining above, this is an amazing “situational” card, it allows you to choose a good card for the perfect situation no matter what phase of the game. The fact that it has better chance to give a Priest card has made the inclusion of Dark Cultist not as important anymore since you’ll probably get one from the Curator! Overall, it’s an A+ card and I would surprised not to see it in most Priest archetypes.
Holy Champion: The Holy Champion has always been a strong card and since the Priest hero power is used so much, this is a MUST remove for the opponent. Overall, I’ve personally won several games with the inclusion of this card and it’s another great way to finish off the opponent.
Confessor Paletress: This is a completely situational card and should probably only be used when going up against an onslaught of Control Archetypes. Essentially, I included this card in the deck because I think it is a better option over Ysera; the ability to drop 2-solid bodies on the board on turn-9 outweighs the possibilities of Ysera. They are both extremely slow cards and if you are going up against a myriad of aggro on the ladder, trying teching in a Blackwing Technician instead.