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.
i did that
As much as I wanted this to work, it just didn't work for me. But alas, it might've been because I need to get used to the different way of approaching this build. With the original Heal Druid, you didn't have to worry about resources that much, but now, healing is much more scarce. My main problem with this build is that Elise seems extremely clunky. Ideally, you would copy cards like Faceless Manipulator or Lucentbark, or some healing spells. But most of the time, my hand is too full to even use her effectively.
Regrettably, I decided to cut the Lucentbark-package, and went for the Highlander Quest list, and Lucentbark just doesn't seem worth it in the current meta, in a Highlander build. Still fun, and not completely 'meta'. I might come back to this list soon, to still try and make it work, but for now, I get killed by just about everything else on ladder.
I'm working for a suggestion deck for who doesn't want to pick heal cards. It has better mana curve than original heal version. I will try to fix issues of Heal package in this deck. I like the idea to have heal package.
Î had the same approach but knew it would be bad befoere trying and made my own version without the heal stuff as well. currently it gained me 10 ranks up to rank 5 ^^.
Just to mention: staladris is bad in a quest druid usually cause the cards from her are bad, shes only good in this for gaining one or two more heal cards
Super fun deck! And it's not even that unbalanced.
Thanks for the awesome guide :)
Thank you so much. I really appreciate it :D
Have a nice day.
First of all I LOVE the deck, I've been playing highlander Druid the whole time last night. I made a highlander Druid deck by myself and I put in Witching hour. Since most Choose One minions turn into beasts they're a great way to summon them again.
I hope for you that you took out BEEEES!!! then xD
And: tbh it's a 3 drop not playable on 3 that can get you a 4/4 rush 4/6 charge or 1/1 do nothing, 3/2 do nothing (if you still got mark of the loa or/and power of the wild) or 4/6 taunt stealth poisenous rush spelldamage+1 (if you played her after quest).
That high variance on a "fast" 4/6 as maximum payout doesn't seem worth to me in a deck that has a lot of better options.
Thank you so much. I really appreciate it. But witching hour has negative synergy with BEES be careful about that.
Have a nice day.
no problem i help where i can xD (not totally my point siegfried ^^)
Ah yes that's true, I've played witching hour right after using wardruid loti. I totally forgot about BEES! 😅
Hey Siegfried,
First of all thank you for this fun and engaging deck and initiating this discussion. I have been playing it a lot since release and would like to share some thoughts. Last season I have been playing Heal druid exclusively (got it up to rank 1) and have been experimenting with different variations. So this deck feels right up my ally.
1) I agree with others that Archmage Vargoth feels underwhelming, I have not been able to do any decent plays with it. In regular heal druid it was mostly used with witching hour. In this deck it feels mostly like a decoy, which sometimes can generate some additional value. I think there are better tools out there to fill the role of decoy or generate more consistent value.
2) I used another win condition, which has consistently won me many games so far. "Linecracker" feels absolutely glorious, especially because you can copy it with Elise and faceless and gloop to make sure it survives.
3) Psycho melon could be a nice tool to ensure you get Lucentbark out earlier. Body wrapper could be nice way to get Lucent back in case he gets silenced.
4) I was thinking too perhaps try and fit Alexstrasza in against other control decks.
5) Versus aggro I feel like the deck does not need different cards, I think it depends more on draw. When I got lucky I was able to deal with lacky zoo lock pretty easy, but bad draw will mostly likely lose you the game.
Curious to see what you guys think about this. Let me know!
Cheers!
To once (but rly only once) keep one of my posts short (relative to the post im answering to):
Vargoth can give you a extra clear with swipe or stronger board with mark or the loa (when you got board controll). Taking out Vargoth usually makes the deck slower (defensive statted 4 drop at worst), unless you replace him with anubisath defender, who im a huge fan of in a deck like this.
Body wrapper makes the deck a lot slower, not a bit but a insanely huge amount for the possible payoff.
Psychmelon makes the deck an insane amount slower as well, even a lot more then body wrapper (didn't know that was even possible).
Alexstraza: as you said on 5) you depend on good draws to survive aggro so why the everliving you probably know what do you post 4 points that would all make the draw worse or do you want a linecracker early? and Alex doesn't even do that much gainst crontroll (not because the 15 health aren't worth it) BUT because you get her off of Zephrys in those matchups when needed.
Just wanted to make these points about your suggestions eventho i know "hate" comments draw downvotes like the light draws moths!
Have a nice day. (oh and this was meant as helpfull critique in case it wasn't clear)
Haha! No worries at all! Helpful critique is always welcome.
I can see where you are coming from. Have been testing the deck a lot more today, and was already regretting some of the things I suggested. While I initially had succes with some of the additions, the deck started to feel a lot more "clunky". Still the Linecracker combo is working wonders for me and I am playing around rank 5-6.
Any thoughts or experiences yourself with linecracker+bees?
Cheers!
1-) I replaced Vargoth for 4-drop reborn taunt for better early.
2-)I don't know the combo of linecracker rather than BEES. If you can explain how it is works, I can comment about it.
3-)I can't craft pysch melon right now. I spend all my dust for this deck :D. If you can test it let me know.
4-)Alex can be great finisher but mana curve might be effected badly for that decision.
I climbed with my version of a "highlander" (it has 7 duplicates) quest druid from rank 15 to 5 yesterday on today with 41-17 record atm.
So no i don't im rocking my own version ^^ (can be found when clicking on my profil).
So many legendaries i thought this was a wild deck
After a few games I found Archmage Vargoth to be mostly useless. I have better value cards for late game and don't need him or he is near useless in early games. I swapped him for Bloodmage Thalnos for now, which opens up early board clear spellpower and another much needed early card draw.
Overall it also seems to be just too slow or a lack of heal. I'm 1-3 against quest rogues so far. The win seemed lucky and the losses chanceless. I have no idea how you get the conclusion that they are easy and Hidden Oasis wins the match. They just push through and kill/sap all big minions. They have way to much tempo against this.
I dont think the swap from Vargoth to Thalnos is a upgrade for the deck. Of course all of that is presonal experience.
I run a not that greedy version of this deck when it comes to beating warrior (-> no heal package) but duplicates of the best cards (7 duplicates), making it closer to a normal quest Druid with a chance to highrole highlander cards in the mid to late game.
Those differences to this deck still loose hopelessly to token druid with a good start from the enemy, but i managed to beat 4 out of 5 encounters against quest Rogue with one being decided by me making a misplay, if i didn't do it, i'd say it wasn't lost for sure, depending on my next draw (about 2 thirds of the reamining deck would safe me for the next few turns (being oasis or rush cards or aoes), depending on if the rogue topdecks extra damage).
On top of that my version also seems to crush this version most times (5 out of 6 i played at rank 10 to rank 5 against this, the one i lost the enemy didn't draw/play any of the heal package cards and just RNGed better plays after quest completion, Zephrys was played, so i guess it was this version, being the only version of quest highlander druid (exept mine) i saw so far).
Zoo feels like a coinflip (not to be mistaken by the actual coinflip that happens about going first or not, but just by how insane their opener is or not).
Over all i feel the biggest problem of this version is it can't come back off of one good turn after quest completion due to the lack of Anubisath Defender, who carried a lot of games hard for me + this has way lower consistency of Nurish/Starfall/Oasis to make it cost 0, which makes him not worth to run in this deck. Stalling a turn early by the likes of a Doomsayer seems not worth with this version as well, because reaching quest completion can't swing as hard and just surviving till then isn't enough to win most games, because of missing power and consistency for that immediat swing turn.
When running 2 of Starfall and Oasis, Vargoth gets a huge reliability when drawn on later turns as well and being a defensively statted must clear minion for the opponent when played on turn 5 (or double oasis could come down the next turn).