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[K&C Top 50 Legend] Quest Druid

  • Last updated Jun 10, 2019 (Rise of the Mech)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Barnabus Druid
  • Crafting Cost: 12620
  • Dust Needed: Loading Collection
  • Created: 11/5/2017 (Triggered)
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  • Battle Tag:

    MrNightmare#21878

  • Region:

    EU

  • Total Deck Rating

    27

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Remember, that everything that is written below has been written before The Wtchwood came out, so may will be also updated in the future


1. Meta Problems

This one is still kind of actual even after 2 years since I have created this deck

My question is: is the Quest Druid archetype really that weak or it just doesn't see play because of Jade Druid archetype existing?

This deck has very bad match-up against all Hunter and Rogue decks (obviously, jade is a bit safer "pick" here), but it has about 60% win ratio against control. The only thing that can solve this deck's problem with aggro is to ramp-up fast and draw both Fatespinners early and finish the quest before 10 turn to play UI as fast as you can and get the whole value from it (look: card problems), what is very hard to do without the choice, what can you play next, when you have 2-3 cards on hand.

But since I hit Legend with this deck in August (when Rogue and Hunter were totally out of meta btw) I have believed that this deck has a great potential and it is even possible  to hit the legend-top with it. We also have to wait until the KAC expansion will be out, to see if there are any cards which can simply "outclass" other druid archetypes or stop the aggro decks' board flooding and gain control of it. Maybe the meta will also slow down and this deck will be perfect against all control decks, which don't have the possibility to cast UI and than fill the board with five heavy 0 mana creatures. 


2.Card problems

As i wrote earlier Fatespinner is the only counter against aggro. It's very good against Hunter, but bad against Tempo Rogue and Zoolock. 

Spreading Plague was good tech against aggro, but after the nerf it's a bit too expensive to put it in this deck and Moonglade Portal is much better, because it may also summon a 5- or more- attack minion. There are also only 3 ramp-up cards in this deck and that's not enough for a heavy druid deck. We can put Jade Blossom here instead of one of important cheap spells or a heavy minion which will help us finish the quest

Next problem is with armor. In original version, before KFT went out, my win ratio against mages was better then today (i used 2x Earthen Scales and it was an important card in this deck, now it's a tech card against Highlander Priest and Demonlock. I also played Malfurion the Pestilent here for a short time and you can replace one of Verdant Longnecks with him, just for better mid-game 

Armor is not a problem anymore after Branching Paths and Oaken Summons were released

2.1. Card rotation problems

After next year's first expansion:

"A bit" outdated one, but it'll be better when I leave it here

1. This deck will have one ramp-up less (Mire Keeper is rotating out of standard. That's not a huge problem, because probably we'll see more cards like this.

2. One of this decks cores (Medivh, the Guardian) also goes out of standard. He's important here, because he synergises with Moonglade Portal (another important card which "goes out"), UI and Nourish.

At least, all the early-game cards will be still in standard. 

Positive aspects of the rotation:

1.Jade Druid rotates out of standard. That's a chance for all "smaller" Druid decks. 

2. Many cards of those which rotate out are fast-aggro cards (ex. Alleycat or Swashburglar). That's also good for Druid, mostly for Barnabus Druid.


3. HS community problem 

1. I really understand, why people don't want to try Quest Druid. They haven't got enough dust to craft cards, that aren't staples in current meta. They craft some "safe decks" like Jade Druid or Highlander Priest and "reach their goals" with them. But I think, that it's for them boring after one or two seasons. They often want to try something new, but they haven't enough dust to do it.  (A beginner's whining about things he has no impact on)

2. I don't understand people, who say that this deck is a bullsh*t and it has no chance to be even a Tier 5 or 4 deck. They compare it to Warlock's or Paladin's Quest. Those people aren't right, because they haven't even tried this deck (I compare it to Priest's Quest- has potential, good in wild and one day it will see play). (Same thing as above)

3.Streamers and pro players - meta is created mostly by them. For example, if there wasn't any streamer who would try Quest Rogue, no one would play it and nowadays, people would say the same, what they were saying before Un'Goro went out - "it's the worst Quest that Blizzard could ever create" or "it's more a joke than a card". If anyone of them would show people "the whole might and power of King Barnabus", it could be a normal part of meta. 

This one is still true, the number of Wild "influencers" has significantly risen, but I still see barely anyone playing Quest Druid on Wild. I think that December ramp nerfs have almost killed this archetype


4.Mulligans:

1.Always keep the Quest!!!

2.Always keep ramp cards (excluding Nourish against Hunter and Rogue)

3.Never keep cards that cost 6 or more, except Moonglade Portal against slower decks or Tempo Mage 

4. Against Hunter: Fatespinner, Swipe, Shellshifter possible Earthen Scales, Wrath

5. Against Mage: Earthen Scales, Elder Longneck (try to give him stealth), Moonglade Portal, Branching Paths

6.Against Druid: Verdant Longneck, Elder Longneck, Nourish, possible Wrath

7. Against Rogue: As many cheap cards as you can, because the most common Rogue deck you can meet now is Quest Rogue and Odd Rogue 

8. Against Warlock: Naturalize (to mill him and/or destroy Mountain Giant, Elder Longneck (try to give him +3 health), possible Wrath

9. Against Shaman: Wrath, Swipe, Fatespinner

10. Against Warrior: no special mulligans, try to play around Brawl (max.3-4 minions unless he plays both), but also try to build your board fast

11. Against Paladin: Wrath, Swipe, Fatespinner, possible Naturalize

12. It's also good to keep Elise the Trailblazer against slower decks


5. Possible techs or replacements

5.1 Wild

Possible techs or cards that should be added here because it's a Wild deck now (but i don't have wild cards older than from Old Gods and I can't test new versions of my deck):

Ragnaros the Firelord, Sylvanas WindrunnerSneed's Old Shredder, Arch-Thief Rafaam (not recommended), Loatheb, Emperor Thaurissan, Chromaggus, Kel'Thuzad, Molten GiantSavage Combatant



 

This content will be developed further as fast as I will be able to do it (Yes, that's a Blizzard's 'soon' and 'fast' indeed)

Thanks for reading, i'm waiting for your replies, especially about what could I change in this deck.


Rank 47 Legend! March was a month of nice tryhard. But after hitting this rank, i met too many aggro decks and fell down to rank 300 Legend