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Phoenix's Quest Druid

  • Last updated Sep 14, 2018 (Boomsday)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Barnabus Druid
  • Crafting Cost: 8060
  • Dust Needed: Loading Collection
  • Created: 6/21/2018 (Spiteful Nerf)
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  • Total Deck Rating

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Just a deck I really like and played a lot this month. (Rank 15 - 5 with only a few (5 or 6) losses)

This Deck dominates most other control decks and is really good if you want to have some fast and fun wins. (OK not as fast as aggro, but for the meta at the time it's pretty good)

Objectice: Play your Quest and complete it as fast as possible with the help of recruit mechanic and Cursed Disciple. After completing the quest it is your objective to draw as many crads as possible and stick lot's of taunts to stabilize. Than you can overwhelm your Opponent with big minions and use Alexstrasza as a welcome finisher.

Also consider playing your Cursed Disciple or your recruit cards into an enemy Doomsayer. You will get two points for your quest completion and your opponent has to deal with a 5/1, which normaly results in him using two mana for his heropower or using one of his removal cards.

Normaly you can finish your quest at 7-9 mana. Play Barnabus the Stomper as fast as possibly and follow it up with a Nourish or Wrath for craddraw in the same turn. Next turn you can use an Ultimate Infestation to stabilize in the best way possible.

Mulligan Guide: In all the Matchups you want to keep your recruit cards and Tomb Lurker in your opening hand and you might consider keeping you ramp cards too. Against aggro you want to keep your early game removal as well as maybe an Furious Ettin. Against controll consider keeping a Naturalize if you expect your opponent playing Mountain Giant or some other kind of Hand based Decks.

You definitly want to Shuffle back your high cost minions as well as your Ultimate Infestation. If you already have 2 recruit cards or Cursed Deciple consider keeping a 5 cost minions for even earlier quest completion.

Adventage: Easy quest completion and lots of value your opponent can't hold up with. You can dismantle combo decks befor they have any kind of combo set up. If you can hold on to your life till turn 7 or 8, you have pretty good chances of wining.

Disadventeges: Runs fastly out of steam, if your Opponent has a lot of good boardclears and loses occasionally against aggro, if you don't draw Swipe and early minion pressure. (Against the new Heal Zoolock you don't even stand a chance if he knows what to do)

You can't play silence, if you want to consistantly complete your quest early enough to stabilize.

Minor changes can be made: If you wish you can put in King Togwaggle or a second Tomb Lurker.