by Saan
Here is my Priestess deck. The focus is on temples and ranged attacks.Early on, get the Temple of Asrya out and a couple clerics. Get one heavy hitter out (either Grey Angel or Royal archer) and focus on laying down a few Hand of Bim Shallas to heal yourself and your creatures, and provide extra Melee attack for your grey angel.
From there, you have two choices - GO for a 21 cost angel or go for the temple of light, plopped right in the center of everything.
Make sure to punish where the opponent is weak - If they dont have much damage they can dish to flying creatures, buff the crap out of your angel. If they arent very mobile, get lots of ranged damage.
EQUIPMENT
1Crown of Protection
1Elemental Cloak
1Deflection Bracers
1Enchanter's Ring
1Ivarium Longbow
1Moonglow Amulet
1Ring of Asyra
What, No Wand!? Its a bit crazy, and I have waffled around whether or not to include a wand many times.
The thing is, the Longbow is VERY good in this deck, and wands spoil the 'surprise' you get from casting a dissolve or whatever from your spellbook.
You can play it either way, but this deck is tight for points. I wouldnt include Elemental Wand, for obvious reasons.
Besides that, pretty standard. Defensive items, some channelling, and cost-reducing rings.
Dont drop your longbow early - its a good way to get it dissolved. Wait until the opponent has something else to worry about. In certain configurations I include two longbows, but I was happy with a single the last time I played.
CONJURATIONS
3Hand of Bim-Shalla
1Temple of Asyra
2Temple of Light
1Temple of the Dawnbreaker
Only 6 cards, and no mana crystals, but this right here is the meat of the deck. Temple of Light and Hand of Bim-shalla are such crazy good cards. Included two temples of light because it will attract most of the hate, and having a backup has won it for me more than once.
CREATURES
3Asyran Cleric
2Gray Angel
1Knight of Westlock
3Royal Archer
1Highland Unicorn
1Samandriel, Angel of Light
1Valshalla, Lightning Angel
Besides the Clerics, all of your creatures are very expensive - you arent going to field many at once.
Royal archers and Grey Angels are superstars of the early game. Pick one to go with depending on the matchup - if unsure, start with a Royal Archer.
Once you can afford an angel, get him out. He will be your meat and potatoes (or at least will draw out a banish or Turn to Stone from your opponent, which is also fine).
ENCHANTMENTS
1Bear Strength
2Decoy
1Divine Intervention
2Divine Protection
1Harmonize
2Jinx
2Hawkeye
2Nullify
3Pacify
1Regrowth
1Rhino Hide
1Teleport Trap
A grab bag of defensive and delaying enchantments. Fairly self explainatory. Do not underestimate the power of a well-timed Jinx. It is silly how many times a game has been completely swung by a single Jinx.
Throw Pacifys out as early as possible, and use your teleport trap to help slow pesky rushing warlocks.
INVOCATIONS
2Dispel
2Dissolve
1Lay Hands
3Minor Heal
1Seeking Dispel
1Resurrection
1Group Heal
1Heal
Minor Heals are my favorite heal - generally, the regular Heal spell overheals a creature, but can be useful to heal yourself when you are at half health or so.
Plenty of dispels and dissolves - you goal is to delay the game, not win right away.
1Blinding Flash
Just in case someone brings lots of skeletons. Extremely unlikely.