Barnabus Druid [Post EG-Nerf Update]
- Last updated Oct 2, 2017 (Evergreen Nerfs)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Barnabus Druid
- Crafting Cost: 10700
- Dust Needed: Loading Collection
- Created: 4/7/2017 (Un'Goro Launch)
- user-15075969
- Registered User
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- 5
- 12
- 28
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Battle Tag:
Gysiris #1532
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Region:
EU
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Total Deck Rating
156
Thanks for frontpage! It means alot to me!
Intro:
Hey Guys!
After the latest evergreen nerfs I decided to bring this Deck back.
And. It works amazingly.
KOFT cards are totally in favor of this playstyle. With Lich King, Bonemare and Ultimate Infestation we have great card additions for this deck.
I'm still trying new things, but the current list makes a good game right now.
Adding Doomsayer to this deck was a great choice to survive the early game and come out on top of the mid turns.
So.
What can you prepare for?
I'll show you:
Okay.
Fun aside. I won't lie to you.
You won't finish the quest every game. Peroid.
Sometimes you loose before it, sometimes you win before it.
At this point I do not recommend spending lots of dust for this deck. It's not easy to play, it's not meta and you really need a good draw against aggro.
Mulligans:
General: Jungle Giants, JWrath, Wild Growth, Ancient Longneck, Mire keeper
Vs Aggro: Doomsayer, Wrath, WIld Growth
Vs Control: Elder Longneck, Mire Keeper, Wild Growth, Wrath
+ Always keep the quest
Card Replacements:
Alexstrasza = Deathwing (Not Recommended)
The Lich King = Ancient of War
Tyrantus = Soggoth the Slitherer (Any strong lategame Minion)
-1 Doomsayer = +1 Skulking Geist
-1 Doomsayer = +1 Spellbreaker
First Turns you don't play the quest:
- Coin + Wild Growth
- Coin + Doomsayer (Against Turn 1 Alley Cat, to avoid a buffed hyena)
Strategy:
In general, build up as much tempo as possible and delay the game.
The most trickiest part of this deck are probably turn 1-4.
After that drop as much as possible and trade as much as you can.
Don't feel bad if you trade your 5 atk minions against 3/2 minions in early. You got enough of them.
In turn 5, the game plays itself. You should be at 2/5 quest progress atleast - followed by a menagerie warden on turn 6 for 4/5.
This means the quest should be finished in turn 7, or 8.
Try to keep your card draw on your hand and use it after playing Barnabus.
Barnabus + Nourish (3 Cards), possibly drawing curator for another 2 card murloc, creates an unstoppable chain reaction, that usually ends up with a Tyrantus (often multiplied by menagerie warden) and an instant finish in combination with alexstraza.
Most important: Take time. Really. Don't rush the face when ever you can. If you are about to finish the quest, don't start using all of your remaining bodies to hit the face.
Control the board and take it down slowly.
The only thing that can stop you at this point while having a vital health pool are Brawl and Twisting Nether. Maybe Sheep transform kazakus potion.
But aslong you have cards in your deck, you're good to go.
Match-Ups:
(WIP)
-I always loved Barnabus, the point is to get the ramp cards as opener. Without jade blossoms is quite hard.
-I removed managerie and tiger slowing down the quest process and added soggoth and another taunt. It ended up as an hybrid ramp plus the quest as finisher.
-The Doomsayer saved me 3 matches in a row,cleaning the first spam wave and entering back into the match with Longneck or mirekeeper.
-I have also added a Primordial drake which saved me once vs a zoospam, and malfurion the pestilent that covers me in case i need to cover for unexpected things such as bonemare. Spreading plague isnt in, so malfurion for me was a must for a mid game board.
For People still new to quests i will give them a basic but important advice. Never, and i say never, Mindlessly play the quest on turn 1. You might end up being vs a spam class and the right moment they see the quest they will start tryharding at their best to finish you fast before you can even drop the first minion.
My personal feeling with: warlock, druid and shamans is to go around turn 3-4 then drop the quest before (or during if you have blossom) dropping it. If they are aggro,you might keep it and clear the first waves.
Thanks for the deck idea. Long life to Barnabus!
I have been playing this build for fun since I got a golden Jungle Giants (golden animated Barnabus the Stomper is fun).
Since this is a late game deck and the meta is so aggro heavy I have been running this anit-aggro variant:
- Innervate + Earth Scales (slower ramp but 2x armor potential)
- Alexstrasza + Primordial Drake (AOE + taunt)
- Tyrantus + Soggoth the Slitherer (don't have Tyrantus but I like the Taunt on Sogg)
- 2x Trotollan Forager + 2x Stonehill Defender (can till discover a 5+ taunt most times)
I even beat a Questing Rouge with a well timed Primordial Drake ;)
Fun deck. Trash tier if you actually want to win.
Awful.
It's certainly improvement over my attempts at making a viable deck. I actually win now, so thank you! Ton of fun to play.
I really would like this deck / quest to work, but it just doesn't.
Wow what a piece of shit quest :D
Thanks Dude, I can finally play my Druid quest ! 2-0 so far but so much fun and what crushing wins ^^
Changed 1 Wild Growth for http://www.hearthpwn.com/cards/55593-giant-mastodon , 14-27 , but when you win it's extra fun to flood the Board.
You win against control/slow decks and bad draw midrange.
Concede vs aggro, don't waste your time if you're already level 60 Druid.
This druid deck doesnt work. Aggro eat you alive. Sad ^(
What do you guys think of adding Prince Malchezar? He and the cards he adds usually tick off the quest or provides some late game value, that frees up some of the deck to be anti aggro
I think it's pretty good,replaced the longneck for him and i got some good legenderies.
Malch is a good throw in to most decks... Even if the SOB always gives me Nat Pagle *incoherent grumbling*
Not salty
Went 3-0. Can't really tell much from so little games, but I beat a Quest Rogue! :D
quite interesting approach ^^
I like this idea a lot, I think I'm going to try it with a C'thun package instead of Curator however.
The deck is good against control but against aggro it isn't that good but there are changes that can,i think, make it win at least 50% of the time against aggro:Druid lacks AoE so i think that replacing volcanosaur with a primordial drake can help druid allot specially against hunter,pirate warrior and sometimes quest rogue if he has a board full of 1-1's and 1-2's,hunter has mostly minions that have no more than 2 hp and even if he has minions that are 3 hp or more a 4-8 taunt is no easy task to kill,well unless he has kill command.
The drake is a very good taunt against warrior and can sometimes kill his hole board.
It also synergises with the curator and you can use the turn after.
And another change that i did was that i replaced 1 forager with thalnos just for extra card draw and swipe value.
i really really like this thoughts , i like this deck a lot, really hoping that come viable in some way, Jungle Giants <3
deck is awful its sad druid feels like its not even playable not even token druid hate to see druid not getting played its been one of my fav classe since hearthstone came out #makedruidgreatagain
2-12 , it's better if I describe when I actually won a game = Murloc shammy that couldn't draw Bloodlust for lethal and Quest Priest who managed to be SLOWER than this slow slow, sloooooooooow deck.
All aggro/midrange (80% of what's being played now) decks murder you, not enough taunts or removal to deal with any of the meta, not enough heals and survival.
Make more changes, pls, don't wanna disenchant golden Tyrantus yet XD.
Got Tyrantus and Quest from packs, crafted alextrasza, now I'm sad.
Edit: Alex is mainly used to get your hp up, never the other way around XD
Edit 2: Good way to win a game = rope every turn, the Aggro player brain shuts down if a game takes longer than 5 mins, might concede or leave.
Happy Easter btw !