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Highlander Dragon Quest 87% WR

  • Last updated Mar 26, 2020 (Kael'thas Patch)
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  • 29 Minions
  • 1 Spell
  • Deck Type: Ranked Deck
  • Deck Archetype: Highlander Shaman
  • Crafting Cost: 16460
  • Dust Needed: Loading Collection
  • Created: 3/19/2020 (Kael'thas Patch)
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Hey Everyone!

Thanks for all your feedback. WOW! This post has reached a lot of views in the last week and so much has happened! With the new meta for the coming week I've decided to make a couple card changes since we can afford it. Below will show the card swaps and another video of me playing at now Rank 2. 


Deck Mission Statement

Playing this deck is about maximum value. the goal is to apply pressure on the field and keep your hand full of cards till your opponent runs out of gas. The shaman quest is the heart of deck followed by a Highlander and Dragon engine to support big plays. Lets look at why these three themes to get a better understanding of the play strategy. 


Why Highlander & Quest?

Corrupt the Waters - Battlecries are too good right now and with cards like Zephrys the Great triggering twice can be very powerful.

Licensed Adventurer - Despite not starting first this card still guarantees you a coin to triggers your 9 mana minions battlecries twice like Shudderwock and Dragonqueen Alexstrasza . Don't forget your 4 Dragons added to hand also will be able to trigger twice for even more shenanigans. 

Sky Gen'ral Kragg - Putting two 4/2's with rush on board is great against aggro and big minions and provides taunt for more security towards your big late game plays. 


Why Dragons?

Frizz Kindleroost - Triggering this card once or twice opens up a second way to trigger Dragonqueen Alexstrasza twice since it makes it cheaper. Also when you have too many cards in hand, cheaper minions makes it easier to make space and swarms the field. 

Firetree Witchdoctor - This deck plays no spells besides the quest so being able to discover 1 or 2 can help take control of games without having to rely on main decking them. 

Twin Tyrant - This card opens up many AOE options since triggering his battlecry twice can kill up to 4 minions. Also works well for Shudderwock when playing him in moments to comeback. 


Priest - Take Advantage on swarming the field. Keep cards that can add spells to hand like Witch's Apprentice and Cobalt Spellkin to silence or transform there minions. Earth Shock , Plague of Murlocs and Hex are some examples. 

Druid, Paladin & Rogue  - Board clearing is very essential in these matchups so cards like Troll Batrider and Crowd Roaster help and a late game Shudderwock to trigger them again becomes significant.

Mage - Your easiest matchups. Just play your quest and you win lol. Also they cant beat turn 1 EVIL Totem .

Hunter and Warrior - Your toughest matchups. They are constantly hitting you in the face making it hard since this deck does best after you reach your quest. This is why you play cards like Earthen Ring Farseer and Lifedrinker for life gain while maintaining a body on field. Acidic Swamp Ooze does good early game to get rid of their weapons while helping you reach your quest. Use rush minions like Scaleworm and Faceless Corruptor with ALOT of luck to win these games.   



Reach your quest as fast as possible by playing early game minions. so keep all mana cost 3 or lower (Preferably only 2's if possible). ALWAYS KEEP Zephrys the Great since some decks are playing Bad Luck Albatross just to disrupt highlander decks and you can play him before the two 1/1's are sent to your deck.  

Patch 17.0 Changes

Removed : Bog Slosher & Traveling Healer

Added: Vulpera Scoundrel & Siamat


Video of Gameplay Here:

Playing Rogue, Priest and Hunter at Rank 5 & 4

 Playing Rogue, Priest and Druid at Rank 2 

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