Highlander Quest Heal Druid
- Last updated Sep 11, 2019 (Saviors of Uldum)
- Edit
- |
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
-
- 3
- 6
- 19
-
Battle Tag:
N/A
-
Region:
N/A
-
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
-----------------------------------------------------------------------------------------------------------------------------------
Please help me to construct this deck , maybe it can appear something good in the future when expansion comes out.
Wohhooo you put in a few duplicates <3
Just to mention (you probably know it but didn't have the time right now): Ancient of War, Druid of the Claw and Tanding Tauren are still in the deck description under the points of "positives" and "possible combos", while Oasis Surger and Hidden Oasis are still under "negatives" as being only a one off cause of the Highlander archtype.
Edit: Also consider Dommsayer as a keep against some classes in the deck descriptions mulligan guide, maybe Psychmelon as a keep against Warrior, not keeping Zephrys against Mage anymore seems reasonable.
I hope writing where the changes affect your deck descrition makes editing it a bit faster for you, when you eventually find the time for it.
Yo throw in Barista. I've been having a blast with infinite combo +Elise
I don't have Barista and I have no dust to craft him. If you can share your experience with barista , It can be reference for other visitors of this topic. Thank you for your comment. Have a nice day.
Update for everyone who hasn't played Elise with Floop in hand, because i saw someone asking about the possibility of a infinity value loop with Elise and Zephrys, using Floop. Here my answer on his question (i post it here as well as it seems to have more relevance in a "true" Highlander deck with that combo always active, the question was under Kripps Quest Druid, which has the Highlander cards, but eleven duplicates (wohooo Kripparrian approved my idea on building "Highlander" Quest Druid)):
Not really: the loop can only continue, as long as you don't play any other minions outside of Elise and Floop who copied Elise. The second you play the first Zephrys (or just any other minion), both floops (no matter how often you used elise/floop copying elise, you always have 2 floops in hand) copy that minion, locking you out of Elises for the rest of that game, stoping your value loop. The other problem is that when your hand is too full to copy anything, which cards you get and which not is rng, so if you dont get the Floop copied, the loop ends as well, with no new oportunity to play Elise, after the next one, because she is the last Floop you have. Something to note about how Floop gets copied by Elise: let's just say you play an Oasis Surger into Elise in a turn with Floop being the only hand card. The cards left in your hand at the end of the turn are 2 Floops then, but: the original Floop copies Elise, the other one the Oasis Surger because: Elise is played, the Floop gets copied while being still Oasis Surger, then the orignial Floop becomes a copy of Elise, then the Floop copying Osais Surger gets added to hand (this jank happens because cards being played, so Floop copies them, but their Battlecry happens at the same time somewhat). Next turn when you play the Floop who copied Elise, you will have one Floop copying Elise in hand, still one who copies Oasis Surger (cause when you played ELise the Floop in hand was "Oasis Surger Floop", turning into Elise, but another "Oasis Surger Floop" gets added to your hand) and 2 copies of the card you topdecked that turn (if you're not in fatigue).
i'll just have to say
huuuuge props for actually, you know, updating your own deck and testing it?
and not just posting and then doing nothing after, it makes it aloooot better
I can't understand what you say.
Can you make it a bit simpler ? I'm not native.
Edit: Thanks a lot. Today I'm so tired pardon me :D. When first read your comment it came to me like quantum physics. Have a nice day.
He's saying you are doing a great job - keeping your post updated and trying different options! Cheers! :)
Thank you for your explanation. I'll do my best :D
I really enjoy playing this deck. This is one long game vs Bomb Warrior
https://www.youtube.com/watch?v=zDbsRjq9mbM&feature=youtu.be
Thank you so much. I'm really appreciate all your work. It is very tough match-up and very good example to show the capabilites of the deck. I'll pin it on guide.
Btw: Ancient of Lore still managed to stay in your "Sufficient card draw options" unnoticed until now, after its removal from the heal options and the deck ^^.
Sorry for these typos i dont have time for editing guide with all my attention while keep testing the deck. In my free time I will update this guide.
Update on Quest Druid with the Highlander cards/ Quest Higlander Druid with some duplicates: HS replay.net gives that deck (a deck with the same idea as mine: https://www.hearthpwn.com/decks/1294666-highlander-quest-druid <- mine has 8 duplicates, the one with 58,8% winrate has even 2 more, clocking in at 10 duplicates in a "Highlander" deck) a 58,8% winrate, setting it over 10% above this decks winrate of 48,7%. This feels like making your Quest Highlander Druid without the heal package irrelevant as well, because it is way better to deactivate the Highlander cards in the earlygame for overall higher card quality, then having them active from the start.
Thanks for the update I believe the users of this deck will do better as they get experienced. I'm really glad to see your version did well in ladder. Only thing I can say personal is 'Irrelevent' is a strong word and variety is always good for all of us. Keep up your good work have a nice day.
No problem, doing the update is not too much afford for me.
I used irrelevant as the strong word it is, because your deck brings variety, but it seems stricktly worse then my deck/slight variations of it, beause the difference of having Zephrys active from the start only matters against murloc decks (hungry crab), and giant conjurers calling mage (deadly shot) and only, if you have Zephrys in hand by turn 3-6. Any game where youre not facing one of these matchups or you dont have it in hand early enough, the decks seem equal by how they function, but with mine having the best cards twize as often, while yours uses a bit weaker cards, to not have duplicates.
As always have a nice day (or whatever is left of it ^^).
The point, I cannot understand why should one of the deck have to be irrelevant. These decks are constructed by different point of views. And all of these has pros and cons. Thanks to variety of these type of decks person who search for a new deck can find suitable deck for his/her playstyle. The way I see it that should be only important thing matters.
Why is Blade Flurry in your cards from Zephrys when played with 6 mana?
The only option for this removal to do sth is you having a weapon, with this deck the only weapon you can get is the deathrattle from Tirion (don't think Zephrys gives any other weapon in any case (exept gorehowl when you need the 7 dmg for lethal xD, but then flurry wont be utilized after that ^^)). So you need to duplicate Zephrys with Elise, get Tirion from the first one, have him die and the weapon up and then your second Zephrys can give you Blade Flurry as a boardclear option. Is that the reason that card option is in there? In case it isn't, put it out of there, that way of getting it seems to me like almost never happening, on top of that i can think of two 4 mana warlock aoe spells that are far more likely to pop up (as a tip: one kills you when you have less then 4 health, the other can't be used without a minion on board, gl solving this puzzle ^^).
Have a nice day.
Edit: Why is Twisting for when Zephrys is played with 9 mana? It's either on 10 or generally for a boardclear on the next turn.
Sorry my mistake what I want to write there is the spell which destroys your minion and deal its damage to all minions.
I notted down direct impacts on board and made mistake about twisting nether it should be 10 mana
I asked about Twisting exatcly because it isn't at 10, but at nine, you seem to have thought the right way, but written down the wrong number there. And the Warlock card is the second one of the 2 4 mana aoe removals i was talking about, namely Shadowflame (the correct solution for the other one was Hellfire).
There you go with the 2 cahnges to your deck description:
1. Shadowflame instead of Blade Flurry
2. Twisting Nether at 10 mana instead of 9
Have a nice day once again ^^
Thank you for your correction I will correct these typos as soon as I can.