Highlander Quest Heal Druid
- Last updated Sep 11, 2019 (Saviors of Uldum)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Highlander Druid
- Crafting Cost: 18520
- Dust Needed: Loading Collection
- Created: 8/2/2019 (Saviors of Uldum)
- Siegfried
- Registered User
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- 3
- 6
- 19
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
74
Firstly, I want to thank you all for all your support and comments.
Finally I made some costwise optimization :D.
I want to specially thank you to Don99999 for make me think about the some duplicate idea and Doomsayer , Dutch-Java for Juicy Psychmelon idea.
- Bloodmage can replaceable with Questing Explorer.
Match-up Guide:
Battlecry Shaman: Play around Mind Control Tech is the key of the match-up. Your board presence should not exceed 3 minions until the 2 of the mc techs are out. You can bait MC tech with your small minions.
Rogue: Play every minion on curve do not hesitate when you able to play your first lucentbark you'll be fine.
Hunter: Play every minion on curve & when you are under 15-10 Health use your healing without thinking too much.
Mage: Play your Lucentbark while Floop in your hand as a insurance. They can make some insane plays on early turns with Mana Cyclone but they will out of gas so quickly. Any Conjurers Calling target have to be cleared instantly.
Malygos Druid: Try to empty your hand and draw as much as possible.Then hit face all the time.
Quest Druid: Try nulligan nourish & setup your lucentbarks early. You have better early & late but in middle game they have upper hand.
Quest Warlock: Setup your lucentbarks without using Floop. Go infinite with Elise and Floop.
Mechathun Warlock: This a bit problematic , play fast burst him down with Cenarius + Floop.
Zoolock: Ignore quest complition if it is necessary their pressure will down at turn 8-10. Key of the match-up is survive at all cost.
Murloc Shaman & Paladin: Try to mulligan Hungry Crab & Zephyrs. Ignore quest complition if it is necessary play everthing on curve.
Best Match-Ups are: Rogue (Quest , Tempo) and Druid (Quest,Malygos) , Mage (Quest , Highlander),Warrior (Control,Bomb).
Mediocre Match-Ups: Token Druid , Murloc Shaman ,Battlecry Shaman (Quest , Highlander).
Worst Match-Ups:(Quest,Mech & Murloc) Paladin , Quest & Combo Priest.
Why highlander ? : Efficient way to use Heal and Choose One package at the same time.
Mulligan Guide:
3 mana or lower cards should kept in hand.
Except two special cards:Oasis Surger & Nourish
Keep Nourish every Warrior , Mage and Druid match-up it is essential.
Keep Oasis Surger every Rogue, Shaman(if you have ping against EVIL Totem),Druid(Nourish is more important) match-up.
Best Possible Starting:
Against Midrange Decks:Crystallizer,Dreamway Guardians,Lifeweaver,BEEEES!!!,Wrath,Vulpera Scoundrel
Against Agro Decks:Hungry Crab,Crystallizer,Zephrys the Great,BEEEES!!!,Wrath,[ Crystal Power + Keeper Stalladris ].
Against Control Decks:Worthy Expedition,Crystal Merchant,Vulpera Scoundrel.
Some Zephyrs plays :
3 mana: Hungry Crab
4 mana :Shadow Word:Pain
5 mana: Deadly Shot , Shadow Word:Death
6 Mana: Shadowflame , Polymorph ,Hex , Mass Dispel
7 mana: Brawl, Big Game Hunter
10 mana: Twisting Nether
OR LETHAL(Pyroblast Fireball) & VALUE ( Tirion Fordring) & TEMPO (Sea Giant)
Positives:
- Deck has various win conditions : Untapped Potential , Lucentbark.
- Lots of card draw options : Nourish , Crystal Merchant, Wrath,Jepetto Joybuzz,Bloodmage Thalnos ,Ferocious Howl.
- Has lots of card generators: Elise the Enlightened,Keeper Stalladris,Zephrys the Great,Worthy Expedition, Flobbidinous Floop.
- Healing: Crystal Power , Hidden Oasis ,Neferset Ritualist ,Khartut Defender,Healing Touch.
- Rush Minions: Oasis Surger ,Wardruid Loti .
- Has Lots of Taunt Minions:Wardruid Loti, Cenarius, Hidden Oasis, Lucentbark,Druid of the Scythe,Khartut Defender .
- Highlander Synergy: Elise the Enlightened & Zephrys the Great
Negatives:
- Lack of Board Clears: Only Swipe & Starfall .
- Lack of Single Target Removal Options:Wrath, Crystal Power,BEEEES!!!.
Possible Combos:
Value:
- Elise the Enlightened while Flobbidinous Floop in your hand then go infinite with spells.
Board:
- First Cenarius + Other Turn Flobbidinous Floop as Cenarius.
Wardruid Loti:
- Loti can stay in stealth until it attacks So, you can use her as Spell Damage Amplifier. And possible threat which too hard to kill for your opponent.
Heal Package & Lucentbark:
Best Possible Setup:
1-)
- Play Lucentbark while Flobbidinous Floop & Faceless Manipulator & Crystal Power in your hand.
2-)
- If it gets Silenced : Flobbidinous Floop as Lucentbark then Faceless Manipulator.
- If it gets killed: Crystal Power then Faceless Manipulator finally Flobbidinous Floop as Faceless Manipulator on Lucentbark.
3-)
- Play Gloop Sprayer between two Lucentbark. That makes 4 (Infinite Case) or 5 (Floop Case) Lucentbark.
4-)
- Play Elise the Enlightened while Hidden Oasis or Crystal Power in your hand to duplicate heling resources.
Activators:
- Crystal Power , Hidden Oasis , Healing Touch , Neferset Ritualist , Khartut Defender.
- Keeper Stalladris + Crystal Power or Hidden Oasis for further value.
DECK IN ACTION:
Thanks to Khristophesaurus
Thanks to Tepopucm
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Please help me to construct this deck , maybe it can appear something good in the future when expansion comes out.
He didn't work for me aswell. I can suggest proud defender and spellbreaker as a replacement without changing mana curve.
Thalnos is seems really good to have I will consider him for further changes.
Edit: Against Quest Rogue I played 3 matches and I managed to win without any issues their quest finishes In Turn 5 in average it is same as ours but Our quest reward is just better.I can suggest you to mulligan only worthy expedition as 1 mana not crytal power,it is for late game cheap power spike with lucentbarks, early game it is useless, 2 or 3 drops are really good for opening hand. First priority is always finishing quest. I will make further investigations about Quest Rogue match-up.
Thank you for your comment have a nice day.
Master,
the deck is strong ...
Thank you so much.I'm really glad :D.
From my experience of playing ~40 games with heal druid in the past 2 weeks, 3 healing cards is far too less. Your opponent needs only 8 damage to destroy (one of) your Lucentbark(s).
6 activators are minimum required imho. Thus, maybe add healing touch, Zilliax and this new guy "netherset something", who heals his neighbours.
Furthermore, I recommend an additional Faceless Manipulator (there is a high chance to draw it before playing Elise and Zephrys). 3 copy-opportunities (plus additional copies through Elise) seems not constant enough to build a reliable wall of Lucentbarks...
Sorry for the late response recently ı started internship in manufacturing factory and conditions are so exhausting I could not find time for that. Today I'll try this deck and note down all the issues according I will make some changes to heal package considering what you suggest. Sorry for the late responce thank you for your comment have a nice day.
this is just hillarious. + 2 more legendary cards for the other archetype of healing 5 points so we are crafting 7 cards BTW expensive cards for a bit of filling our deck . Its good if you have and you will have these cards but , really? who is crafting that many legendaries into one class for deck what will play 1-3 months . And this will be actually true because in the first week of the rise of shadows the dr boom deck was the best meta and after this week it was pretty unplayeball
This is probably hillarious in your way of approaching playing heartstone.
But not everybody approches it the same: I for example (100% free to play player btw) just do my daily quests almost every day/ every day where it's possible maxing out the possible value of them by rerolling 50g quest even if they are very easy and invest tripple the time into 60g if needed and always get the tavern brawl pack and get nearly 20 000 of gold+dust+cards dust values when disenchanted at the end of a expansion. The only part of my dust gain that requires more then just a bit of time every day is playing arena successfully, but i like only play 10 runs per expansion with about a 4-5 win average gaining me not even 1k dust of the 20k. Also i don't play too actively, so there is up to about 90 free gold per day i miss out on by not getting 30 wins every day, but rather 3 on average, if even.
Then I take all that dust and use it for one deck on day 1 I theorycrafted before and stick to it for that expansion; rinse and repeat. (no deck so far used 20k dust so it was easy getting the solo content and still have some dust gain over last expansion)
I do that since Ungoro now and have been happy with it, my last 3 decks were Controll Warrior, Discard Warlock and Shudderwock Shaman.
This approach to Hearthstone will surely be monotonous if you dont choose a deck you know you will have fun playing for the next 4 months and you will need up to half an hour every day to be able to have that much dust at the end to be able to craft almost any deck for the next 4 months.
This also is the complete opposite of an approach to this game where you try to have at least all relevant cards in the standart rotation to be able to craft all viable decks, this does not seem to be accomplishable, if you don't grind arena with over a 6 win average a lot, for a free to play player.
Just to mention at the end: Bomb Warrior or as you called it the Dr. Boom deck doesn't really sit at unplayability in Tier 2 with a average win rate of 53.18%, according to HS Replay.net.
The only hillarious things about this way of playing HS are that everybody complains that you can't play competetive decks as free to play player without being very good at arena and grinding it a lot (cause you can if you commit to 1 lul) and just how much dust i'd be saving up if i commited to play a deck from the same class every expansion, making me dust a lot less usually, but i don't have to, cause 20k dust for a completely new deck is more then enough.
You're right most of the cards are expensive.My approach to the game is Every expansion I choose some classes to play then I try to Collect every standard card of their set my new scope is Druid and Shaman right now in previous expansion it was Mage and Hunter.I'm not super competitive player every month ı hit between rank 1-5 without playing any agro deck. Agro decks are dull most of the times. So, this deck have to be created without any ladder expectations rightnow no one can know how will it's state before expension comes out.
I really like the idea of a Highlander Quest Driud and also build a deck around that idea (i did it without a Lucentbarck package for reasons i explain with 5.).
Here a few things i considered when i build the deck that might help you (sorted by importance in my opinion, exept the last one, but that one is not helpfull on improving the deck while keeping all of its archetypes):
1. Archmage Vargoth: Its potential to create value while not loosing out on tempo for it seems pritty insane to me + it synergises well with most of the spells in this deck + duplicating it with elise seems insane as well + it's not only for lategame turn 10 Vargoth+Oasis but can be thrown out there on turn 5 (on curve for this deck i guess) usually completing the quest and threatening Oasis for the next turn as a Reno + 12/12 taunt
2. Body Wrapper: The effect of shuffling a card into your deck seem way toooooooo delayed making body Wrapper a 4 mana 4/4 without effect often times. It even has some potential to be a downside when played on curve, when it forces you to shuffle in a bee from BEEEES!!!, that is where the next problem starts for Bod Wrapper: this deck generates a lot of tokens, namely: four 1 mana 1/1s, three 2 mana 3/2, two 2 mana 2/2s, two 2 mana 2/2s with taunt and a 6 mana 6/6 with taunt wich you all wouldnt want as a topdeck in the later game. Of course the deck has severall options to create more tokens then listed with Floop and the discovers. Overall i think drawing this or playing this in generall would "feel" bad, cause by that time it's always a 4 mana 4/4 without any effect in the forseeable future (unless it´s one of the last few cards, but id say in over 90 out of a 100 games with this deck the game is decided and definitly wont be turned around by this card when you get to the last 5 cards in your deck). tl;dr: seems like curently the weakest card in the deck to me and in the 4 mana spot far worse then Vargoth (its value is more conditional and harder to pull off, while it looses out on more tempo and the 4/4 stats on curve seems to be worse then 2/6 for this deck while it does not pose any threat for the following turns).
3. Doomsayer: Maybe a bit nitpicky but one Doomsayer seems like a good earlygame option for this deck, even if it just safes you 7 health towards quest completion and can be relevant in the later game as well (playing doomsayer on a weak board of your own so you can restart on a cleared board or your oponent needs to clear it, maybe instead of your weak rest of the board that can then be buffed/healed)
4. Vulpera Scoundrel: Its 2/3 body for 3 mana seems too bad on curve (turn 4 considering you almsot always want to rush quest even against hard aggro decks), where it almost has no impact on the board for its cost. The spell gained off of it can highrole for sure, but i think only about 5 spells are generally worth it to run a 3 mana 2/3 to get them a additonal time, Vulpera seems usually to inconsistant to run for those spells.
5. The problem with the entire Lucentbarck package and idea as i see it: after the very weak earlygame cause of the quest completion it seems to me that every drawn card needs to be a standalone good card to be able to catch up. A lot of the cards in the Lucentbarck package dont apear to me as that: Crystal Power without Lucentbarck after quest completion basically says (for 1 mana): Choose One - heal 3 if the target is above 2 HP or deal 2 dmg on a target with 2 or less HP -> without Lucentbarck after quest completion it's weaker then it usually is and it was not run without Lucentbarck for its usual effect; Gloopsprayer requires you to stick a board to be good; this deck should usually be already winning hard if it gets to do that, making Gloopsprayer a win more card with nearly usless stats when you are'nt already winning; faceless without Lucentbarck is situational at best. tl;dr the problem of Lucentbarck in this deck: The usuall way of enabling the draw consistency on Lucentbarck by tutoring it with Psychmelon is way to slow in this deck, because you are already sacrificing a lot of tempo in the earlygame with the quest, making you need to catch up, not fall further behind by another 4 mana to set up a lategame win condition. Without Psychmelon tutoring Lucentbarck, he is a RNG draw with the same odds to be drawn as any other card in the deck. Therefore the Lucentbarck package contains 3-5 (Ancient of Lore seems to be lacking stats for its manacost for it to be a good card to catch up on the board with and the cards provided by Keeper Stalladris seem almost all bad without Lucentbarck/some even with him dormant on board; these 2 don't seems as bad as the other 3 tho). With at least 3 cards you don't want without him you got a 75% chance at best for this package to weaken the strengh of your cards drawn overall, and even if you draw him first, he by himself is a 8 mana 4/8 who will usually get killed instantly when played, making at least 1 of the heals needed to be able to copy him, and then you got only a maximum of 2 cards left in the deck wich will get your lucentbarcks back for sure (yes Vulpera can highrole+Body Wrapper can give you sth if your opponent gives you another 15 turns to wait for the shuffeled card to be drawn+i got no idea if Zephrys would ever offer you a heal when your Lucentbarcks are dormant), both need to be copied against decks with multiple aoe removals, otherwise the Lucentbarcks will be dormant again pritty soon. With all of this and silence on the first Lucentbarck while Floop was not in hand while playing it, it seems to me there is a 10%-20% chance, if you survive the early, for this package to be beneficial and maybe it even works out perfectly some times; I think usually it will weaken your deck by too much to make these 10%-20% worth it to run it.
For me i replaced the Lucentbarck package by duplicates of the best cards in the deck, this makes Elise and Zephrys innactive at the start, but they can still provide their effect later, when you have drawn those 7 cards, while already having the strongest cards in the deck duplicated from the start.
All of this comment is my personal oppinion and i strongly encourage anybody (especially because that could change my deck to become a bit better as well ^^) who disaggrees in any point of this to correct me/give their own opinion on that specific topic or even add some ideas to strenghten this or my deck.
Firstly, thank you so much for your detailed comment. I hope my english level can handle such long conversation :D.
When I first saw Elise it sounds like to me 'Choose One: Select the Deck Type you want to use against your opponent in the middle of a match'. What makes Elise special to me is this not the OTK Combo potential.
So I started to think about the druid archetypes which make solid overall deck.My main goal in this deck is compensate the weakness of the early game with powerful mid and late game plan. Rewards of the Untapped potential are really great for midrange game plan but board clears like Brawl and Hagatha's Scheme drains your win conditions without any effort every time you face against shaman & warrior.After that they have Dr.Boom Mad Genius & Shudderwock & Corrupt the Waters at some point they can out value quest druid. Lucentbark & Heal package supplies the value against those control oriented decks. With Elise you can duplicate choose one portion or heal portion dependent to your match up.
Some cards in heal package does the same job of choose one counter parts like
[ Crystal Stag & Oasis Surger ] & Hidden Oasis & Ancient of Lore. Makes me comfortable about mixing those archetypes in one deck.
1-2) Archmage Vargoth can be really good addition and can force our opponent to use some removal and gives us some good value like you said. I'm also thinking about Body Wrapper and you're right about everything you said I'll make the change.
3-) Doomsayer can be really good early game support. Although, my opponent always finds the way to play around it :D. I'll consider it but seems like mana curve doesn't let me to change it.
4-)Vulpera Scoundrel: you're right there is no impact when its played. Maybe I'm thinking too optimistic about the time before quest complition and right after that. I'll consider other 3-drops because of it is highlander mana curve consideration is more important than ever.
5-)As I said above Lucentbark & Heal package is like protection against control and value oriented decks. Standalone quest cannot compete with these decks espicially with quest shaman. Earthquake , Brawl , Hagatha's Scheme can out value all the tokens choose one cards can offer with payoff like 5 or 6 mana by sacrificing only 1 card from their deck. I think importance of lucentbark portion is some late game compition with the decks I mentioned above. Choose One Portion makes the transition to the late game & Lucentbark part of the deck provides you to stand against long match ups.
About your deck i think it will definately have better early & midgame rather than mine deck but in the late game without hilarious draw like Overflow it cannot compete with Shaman and Warrior. So much card draw will make your Elise useless without draw you can't not access all duplicates I think. You can change some duplicate cards with their counterparts like crystal stag & oasis surger.
Thank you for your detailed comment. I'll try to make some changes thanks to your comments. Have a nice day.
1 thing I forgot writting in my maybe not so short comment: Ziliax seems like a good fit into the heal package, I forgot about it because there where a few things I found more important, because fitting a ziliax makes the heavy 5 slot even more stacked.
Apart from that: thanks for your reply and thoughts behind why the deck is how it is, I heavily respect the idea of wanting to beat Controll Warrior (or other heavy Controll decks) consistently (basically my goal since it existed), but for me, outside of legend rank, the meta seems extremly aggro heavy, since aggro decks are usually the cheaper decks. Thats why my deck is slightly more focused on having a better chance in beating faster decks. On top of that i feel like you slightly overestimate how many boards Warrior can clear, especially looking at how it struggeled against the third board of Nomi Priest; i don't think the new aoe removal for Warrior will be seeing too much play on top of double Brawl and Warpath. It looks like the same story with Shaman for me. They don't seem to be running the Deathknight anymore because of the quest, giving them no chance to RNG into more removal spells. Still they got Earthquake, Scheme and Plague of Murlocs. The last one doesn't seem too effective against a board from druid, thanks to this decks ability to buff up minions (unless it was combined with Lightnighstorm, 8 cards for clearing big boards seem a bit too much in my eyes tho). Generally i don't think the most popular decks in ranked will be running too much removal for this deck to not be able to stick boards. I predict Warlock Zoo (2 board clears at max when running Plague of Flames which i don't expect in all of them) and Quest Shaman (with maximum removal of 2 Schemes/Earthquakes + 2 Plagues -> only 2 full board wipes against Shaman) to be some of the most common decks to meet in ladder. Predicting this meta to be aggro heavy on lader like all expansions before it, made me try to accomplish the same goal as the last times with the deck: don't get blown away by aggro most times when facing it and trying to still win out on other controll decks, while not playing the #1 most common controll deck (I know controll warrior for RoS was a hard miss on not playing the #1 most common controll deck, but I already used Shudder before and with quests and legendary weapons going away, I didn't see too much to beat controll warrior while not suffering to aggro with Pogo Rogue (on top of that all Pogo Rogues I faced with Warrior were even to slow to beat me, the deck they were targeting) or other decks with almost no anti aggro tools, therefore I just used Controll Warrior I already expected to be the best controll deck and outgreeded the other Controll Warriors by a lot ^^). Your greedier version of the deck (when it comes to beatingt heavy controll decks) doesn't look to make the greed worth considering how much win % you might drop by a bit weaker earlygame. Still I hope for my read on the meta to be wrong as I do every expansion and for controll decks to be the most common enemies on ladder ^^.
Sorry for challenging you long conversation English capabilities again, when I started this for the Zilliax part I didn't intend it to surpass 10 lines.
Have a nice day as well!
I am so trying this deck. Any deck that brings ancient of war and lore back is A+ for me.
Thank you so much , this deck reminds me the times of fandral druid decks. I played many games with fandral before the rotation of old gods.
rip Fandral, our savior ! I loved the card too ^^
Behold the Rage of the Firelands :D
Edit:Moderator deleted commercial comment.
It's only 2 cards!? You building your deck around these 2 cards
You know, there's a lot of decks in the current meta that are bad against bomb warrior, yet people play them anyway.
And yeah, it's only 2 cards. It's not like those cards are insanely game breaking. They're just fun to build around.
You are right but deck has alternatives beside highlander cards. Deck has a precautions against warrior like:
To bait brawls and control the board token generator cards like: Cenarius, Mark of the Loa ,Tending Tauren, Crystal Stag , Oasis Surger. When brawls out Lucentbark outvalue Dr.Boom Mad Genius without any issue I believe. Healing in this deck is more than enough for bomb damage. In midrange hunter because of lack of token generator cards most of the times brawls stays in warriors hand until the Zul'jin turn. But I think this deck wont suffer from the same issue.
Thank you for your comment have a nice day.
You overestimate bomb warrior imo. It's not even 10% of my match-ups currently, and even then, you only lose 2 cards of your deck and only if you have multiple bombs in the deck. That's a very small portion of your games.
And like the OP said, Heal Druid is inherently very good against bomb warrior. Unless you draw very badly they don't have any chance.