Obelisk Quest Priest Deck List (Saviors of Uldum) Guide

We're taking a look at Quest Priest in the new Saviors of Uldum expansion!

Our Saviors of Uldum Obelisk Quest Priest Deck Guide features 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.

Obelisk Quest Priest Deck List

Priest Neutral
2x - Forbidden Words 1x - Archmage Vargoth
2x - Power Word: Shield 1x - Zilliax
1x - Topsy Turvy 2x - Mosh'Ogg Enforcer
1x - Activate the Obelisk 1x - King Phaoris
2x - Divine Hymn
2x - Penance
2x - Shadow Word: Death
2x - Psychopomp
2x - Convincing Infiltrator
2x - Mass Hysteria
2x - Sandhoof Waterbearer
1x - Catrina Muerte
2x - Mass Resurrection
2x - Plague of Death

Deck Code

Copy Code

Obelisk Quest Priest Mulligan Guide

Always Keep

  • Forbidden Words - Gives us a pretty much guaranteed way to remove a minion off the board in the early stages of the game where we don't really have much to play.
  • Activate the Obelisk - We're keeping the quest always, so that locks us in for one card and will be our first turn 99% of the time!
  • Archmage Vargoth - High cost card, but it has high health and can trade well with threatening early boards. We also get it in our resurrection pool for our cards that can bring it back from the dead.
  • Convincing Infiltrator - Very slow, but it forces our opponent to eat through it with their minions and they'll lose a random one when they pop the Deathrattle.

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 can afford to keep later game stuff.

  • Psychopomp - Keep this if you have something early you'd want to resurrect. That usually means Convincing Infiltrator, who will be very problematic for your opponent to remove once it has Reborn on it.
  • Mass Hysteria - One of our ways of punish our opponent for having a board and getting us into the later stages of the game.

General Gameplay Tips

The Activate the Obelisk quest 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 got Catrina Muerte and Mass Resurrection to bring back some of our previously killed minions onto the board. King Phaoris makes for one of our big potential swings, so look for him to hopefully get you enough resources to finish. We're also running Topsy Turvy as a late game finisher that can be paired with our hero power for a big damage punch.

Other Card Choices

  • Holy Ripple - An early game card that could work in this deck if you are facing a lot of token decks.
  • Injured Tol'vir - There's a package where you run minions that hurt themselves but come back full health via the resurrection effect. This is one of the cards that works in that style of list, although it's likely better in a combo version.
  • Injured Blademaster - Same deal as Tol'vir.
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About the Author

Shaun aka Evident is a lifelong gamer and creator of websites. He mostly focuses on shooters, but has been known to dabble in the occasional card game as well. You can find him binge watching TV shows in his downtime.

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