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Highlander Spell Druid

  • Last updated Apr 28, 2020 (Second DH Nerfs)
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Wild

  • 10 Minions
  • 20 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Highlander Druid
  • Crafting Cost: 7240
  • Dust Needed: Loading Collection
  • Created: 4/28/2020 (Second DH Nerfs)
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  • Total Deck Rating

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Hey gang,

I'm a long-time player who just got Legend for the first time this season. To be fair, I climbed through Diamond playing Galakrond Rogue (a deck I plan to do a writeup for shortly), so take this list with a grain of salt. It's a little indulgent, but has actually been posting some good numbers in Legend since I started playing it.

It's started out with a winrate of 78%: 7-2, so a relatively small sample size as of now. I'll update with changes and winrate shifts as the season ends. Wins were against a spread of decks, but I will say that the DH winrate (the majority of matches) was 3-1, losing to an uncommon full aggro list when I had bad draws.

Basically the main idea of this deck is to make tons of value with several small synergies spread throughout the deck. You have great engines like Exotic Mountseller with a lot of great spells to make instantaneous boardstates or board swings (ahem, Zephrys the Great), as well as Keeper Stalladris. The Keeper is actually really strong in some cases, IMO a meta sleeper that could see some good use against both aggro and midrange-control lists.

One game I played Imprisoned Satyr and it reduced my Exotic Mountseller to a cost of 2, allowing me to drop Keeper Stalladris on the same turn for a full board. You can make a lot of board shenanigans with these and several other threats. You frequently will go from zero boardstate to a huge one in several ways (i.e. Dragonqueen Alexstrasza or Glowfly Swarm). The most fun part in my opinion is the fact that enemy players will often just not know what you're doing. Like, you'll play Breath of Dreams but no sidequest, followed by Rising Winds, and they can't decide what you're playing. You can play to that, or confuse them by sticking with one package for a while then switching.

You have sustain to deal with aggressive decks in both healing and removal, your modal spells (Choose One) create a ton of flexibility. Just control the board earlygame against them, keep ramp spells and removal as much as possible. Zephrys the Great is ALWAYS GOOD, just remember the card is best used to answer tough boards instead of get ahead when you're winning the board already.

Against chunky control decks or decks that can repeatedly create a strong board, you want to basically ramp and play somewhat passively until you can get into turbo-mode, producing one 5+ cost threat per turn with small amounts of interaction in between. Your lategame is different from traditional ramp druid decks, as you can create excessive amounts of value instead of fwapping out too much at once and losing to mass removal or silences. Additionally, you don't have this sort of all-in feeling that token druid leaves you with. I have won my control matchups mostly by grinding until I have a decently strong board and playing Savage Roar for a huge swing. I also did a pseudo-combo Malygos(from an Emerald Explorer, although you can get him on occasion from Dragonqueen) combo with Germination. The options are varied, they're often great.

The one downside of this list is that you don't get to utilize the beauty of Ysera, Unleashed, as it turns off your Highlander cards. I thought it would come off inconsistent when I played it, but either I was lucky as hell or it seemed to work decently without too many gaps in smooth curve. You just have several different early-game threads you can follow, which can be a bit difficult at first. In any case, comment with your experience if you do try it, I'd be curious to see how it played on the ladder from Platinum through Diamond.