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Barney's Army

  • Last updated Feb 20, 2018 (Patches Nerf)
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Wild

  • 16 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Barnabus Druid
  • Crafting Cost: 15540
  • Dust Needed: Loading Collection
  • Created: 2/20/2018 (Patches Nerf)
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  • Total Deck Rating

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Now I know what y'all are thinking. What the hell does that deck title mean?

Little thing I noticed when messing with a recruit druid build: once you play Barnabus the Stomper ALL OF YOUR MINIONS COST LESS THAN 4!!!!

So what do we do?

Load up our deck with cheap 5-attack cards like Cursed Disciple and Hoarding Dragon to quick empower our quest to play Barney.

Once we've done that, we get to load out the gigantic FREE ARMY of big taunts, such as The Lich KingIronbark Protector, and Soggoth the Slitherer. If that weren't enough, we can drag out all our minions with Grizzled Guardian

Say our army falls, what do we do? We have the devilish spider queen Hadronox to bring them all back.

BUT WAIT THERE'S MORE!!!

The old god, N'Zoth, the Corrupter brings back our deathrattles, bringing back Hadronox to bring back our army of walls!

Really, though, I've played around a bit and gotten this deck as best as I can (I think) so here's a quick run down.

DRUID CARDS

Jade Idol: Since we are cheating out so many minions, we'll be in danger of milling ourselves. Backup plans are essential to avoid heavy fatigue damage, especially with the popularity of Kingsbane Fatigue Rogue.

Jungle Giants: Barney is what makes the love happen, making a powerful swing of value from big, beefy minions.

Lesser Jasper Spellstone: A great spot removal for early game annoyances to late game taunt. Cheap and efficient.

Wild Growth: The only card I will play turn 1 with the coin over playing quest first. Sometimes, we don't get our recruit mechanics out early, so mana advantage is essential.

Branching Paths: One of the most versatile cards from KaC, allowing us to create huge life gains early, draw more late, or anything in between. One of the bread and butter cards for Druid nowadays.

 

Oaken Summons: Cheating is now allowed in Hearthstone. Armor gain to empower Lesser Jade Spellstone, recruiting our early game to finish our quest, and late game able to summon any minion in our deck.

Swipe: As one of my favorite streamers says, "Swiggity Swipe; All day, all night" - Day9. Still the best removal for its cost in druid, and most often our only answer to aggro, but handy to clear the extra damage we need, too.

Malfurion the Pestilent: A great help to keep us alive, at every stage of the game. 3 armor a turn is huge, plus the ability to finish off targets without sacrificing board position can't be beat.

Grizzled Guardian: One of the most interesting cards of the set. A double-priced Sen'jin Shieldmasta that brings out 2 minions that cost 4 or less. With Barney, this card packs a wallop, bringing out charge damage, bigger taunts, you name it! It also doubles as a target for both of our reincarnation effects.

Ironbark Protector: The big, beefy, basic taunt that scares the enemy. Having a wall like this forces your opponent to lose board position, use removal, or both! When you pull this guy off the recruit mechanic, auto-concede has been known to occur.

Hadronox: When this card first came out, I wanted to find a way to abuse it. I tried a lot of different builds, but many came out lackluster, having her reanimate mediocre taunts to only be blown over by a single Dragonfire Potion. This card was the one that got me thinking and making this deck what it is; a monstrosity of a wall that can recur multiple times to survive even a board full of Doomguards after Bloodreaver Gul'dan gets played. I love the possibilities that come with her deathrattle, and almost all have ended with my opponent conceding soon after.

Ultimate Infestation: You only need 1. Who doesn't want to draw up to 5 free giants, deal 5 damage, gain 5 armor, and summon a "mediocre" 5/5?

GENERAL CARDS

Cursed Disciple: I know. It's a terrible card. 4 mana for 2 Magma Ragers. The card that has had the most ridicule by players and even Blizzard itself (remember Archthief Rafaam's battle?). But to create an early game Barney, this card is the nuts! 2 for the price of one plus a target for Oaken Summons.

Hoarding Dragon: Normally, I don't think giving your opponents the ability to create huge swings early is good, but the body it comes on is the reason we need this card. Plus, it's a dragon, so it's immune to one of the best sweepers; Dragonfire Potion.

Harrison Jones: SAVE ME INDY!!!! With all of the new legendary weapons and class weapons floating around, we need a way to destroy the advantage those cards bring. This card is a hat trick. Destroy the weapon, draw cards from it, and has 5 attack to finish our quest!

Baron Geddon: One of my all-time favorites from the days of control druid. At 7 mana, a 7/5 body that board clears small stuff is fantastic. A great trigger for our quest, too.

Charged Devilsaur: It was really fun realizing that the recruit mechanic gets around the whole negative battlecry effects thing, but to also have 7 charge damage to quick murder a huge threat and possibly survive can be life-saving.

The Lich King: As much as we love good ol' Ironbark Protector, there's no better value for a huge taunt than the wielder of Frostmourne himself.

Soggoth the Slitherer: We love our taunts, but we also love taunts that are immune to most types of removal. With that 9-health butt, this guy's looking pretty good to withstand most boards for at least 2 hits.

N'Zoth the Corrupter: As the army brought back by Hadronox gets defeated (if that ever happens) we always have a backup with the old god under the sea. He has also been good enough to bring back some 5-attack minions such as the HORRIBLE Cursed Disciple and the generous Hoarding Dragon. Seriously though, who can pass up on such value?