When I came back to Hearthstone a month or two ago, I was really excited by the quest cards. I disenchanted all my wild cards (lots of sets from the first year or two) and crafted the druid quest right away, because I thought it seemed like it could be really awesome since I loved playing ramp druid back in the day.
Is Barnabus Druid actually viable at all, or is it simply too slow in a game that's typically overrun by hard hitting agro decks?
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54, 74
No one has figured out how to ladder with it very well but you can have huge fun with it. In addition, the expansion will change the meta and it may become a thing with some new cards.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
There are a couple reasons why it sucks, here's 2 biggest ones:
- Only discounts your deck, not your hand
- Usually when completing the quest as a ramp druid you're already topdecking with 10 mana. At this point it really doesn't matter if the minion costs 10 or 0 mana
Hmm, this could maybe deserve a new thread, but what if we used Keleseth in the new expansion? One of the biggest problems I've had with the quest was you can't really utilize Druid of the Claw because of the 4 attack. It would also allow you to play lots of other 4 attack minions (think like Ysera, if you wanted to make a dragon deck, or hell even something simple like the Chillwind Yeti).
I guess other problems come up though, like having to drop Wild Growth and Wrath. I donno, I'm hoping something comes up in the expansion to make slow mana ramp druid fun again.
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54, 74
Hmm, this could maybe deserve a new thread, but what if we used Keleseth in the new expansion? One of the biggest problems I've had with the quest was you can't really utilize Druid of the Claw because of the 4 attack. It would also allow you to play lots of other 4 attack minions (think like Ysera, if you wanted to make a dragon deck, or hell even something simple like the Chillwind Yeti).
I guess other problems come up though, like having to drop Wild Growth and Wrath. I donno, I'm hoping something comes up in the expansion to make slow mana ramp druid fun again.
Druid of the Claw is a transforming minion, so it'll immediately return to its proper stats (4/4 or 4/6) upon entering the battlefield. It won't work for the same reason Shellshifter does work.
I play Barnabus on the ladder pretty often. It has about a 50% WR in ranks 6-10 since nobody expects it. Does ok against slow-developing decks. It isn't a top-tier deck, but it is fun to play.
I think that Fatespinner is going to help out a lot in both surviving and completing the quest, and that Ultimate Infestation will solve all the problems of having nothing to do after completing. Dropping that as well as a handful of minions you draw is going to be gg about 100% of the time.
I agree with Justice1337. Fatespinner gives druid a minion for the quest combined with a board clear to help against agro. Ultimate Infestation to draw 5 and then drop a bunch of bombs after completing the quest seems good too. I don't know how strong it will be, but I am definitely going to try make the quest work with the new stuff.
Druid will get a lot of control/survivability tools in KFT so it could be possible. However, the biggest offense that the quest does is make you a lot less likely to draw wild growth and/or innervate which are the 2 most important cards to draw as a deck that wants to summon a lot of 5 attack minions, without them it's really tough to win.
Making your minions in your deck cost 0 is usually useless. If you want to complete the quest faster, you add shitty minions to your deck, doing it makes your deck inconsistent by drawing these minions late game.
If you make a ramp heavy deck with big minions, you either die early, or don't get the value of quest reward since you already used most of your minions.
No. Let's see what happens if the meta would ever be slow enough to even be able to consistently complete the quest:
1. You start with one less card, and no turn one. This is huge. Especially for a deck that needs three things: ramp, big minions, and draw effects.
2. You need to be able to have both a lot of draw and big minions. Otherwise, you complete the quest and you either a) Just play every topdeck minion for 0, so it makes no difference or b) You have no more big minions.
3) Here's the problem with this deck: Against aggro, you obviously don't want the quest. Against decks that are slow enough that you can use the quest against, you win anyway. You are big druid: You destroy slow decks!
The problem is the reward has very little impact on the game. You can complete the quest pretty quickly, but the cards in your hand dont change to 0 mana. If the cards in hand changed to 0 it would be one of the best
Is Barnabus Druid actually viable at all, or is it simply too slow in a game that's typically overrun by hard hitting agro decks?
Barnabus isn't good, but not because of all the aggro decks. Druid got a lot of survivability tools in this set. You're better off playing ramp and using Ultimate Infestation as your finisher, that card is better than Barnabus. And the new Death Knight Druid hero helps against aggro too.
I played earlier against a quest druid who was playing 2x Ultimate Infestation, I'd say that card makes the deck way better. Not sure if competitive enough though.
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When I came back to Hearthstone a month or two ago, I was really excited by the quest cards. I disenchanted all my wild cards (lots of sets from the first year or two) and crafted the druid quest right away, because I thought it seemed like it could be really awesome since I loved playing ramp druid back in the day.
Is Barnabus Druid actually viable at all, or is it simply too slow in a game that's typically overrun by hard hitting agro decks?
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
No one has figured out how to ladder with it very well but you can have huge fun with it. In addition, the expansion will change the meta and it may become a thing with some new cards.
Free to try and find a game, dealing cards for sorrow, cards for pain.
There are a couple reasons why it sucks, here's 2 biggest ones:
- Only discounts your deck, not your hand
- Usually when completing the quest as a ramp druid you're already topdecking with 10 mana. At this point it really doesn't matter if the minion costs 10 or 0 mana
Hmm, this could maybe deserve a new thread, but what if we used Keleseth in the new expansion? One of the biggest problems I've had with the quest was you can't really utilize Druid of the Claw because of the 4 attack. It would also allow you to play lots of other 4 attack minions (think like Ysera, if you wanted to make a dragon deck, or hell even something simple like the Chillwind Yeti).
I guess other problems come up though, like having to drop Wild Growth and Wrath. I donno, I'm hoping something comes up in the expansion to make slow mana ramp druid fun again.
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
Ah good point. I never really thought about that. I figured it was a stretch anyways, but that's good to know.
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
I play Barnabus on the ladder pretty often. It has about a 50% WR in ranks 6-10 since nobody expects it. Does ok against slow-developing decks. It isn't a top-tier deck, but it is fun to play.
I think that Fatespinner is going to help out a lot in both surviving and completing the quest, and that Ultimate Infestation will solve all the problems of having nothing to do after completing. Dropping that as well as a handful of minions you draw is going to be gg about 100% of the time.
I agree with Justice1337. Fatespinner gives druid a minion for the quest combined with a board clear to help against agro. Ultimate Infestation to draw 5 and then drop a bunch of bombs after completing the quest seems good too. I don't know how strong it will be, but I am definitely going to try make the quest work with the new stuff.
Druid will get a lot of control/survivability tools in KFT so it could be possible. However, the biggest offense that the quest does is make you a lot less likely to draw wild growth and/or innervate which are the 2 most important cards to draw as a deck that wants to summon a lot of 5 attack minions, without them it's really tough to win.
Making your minions in your deck cost 0 is usually useless. If you want to complete the quest faster, you add shitty minions to your deck, doing it makes your deck inconsistent by drawing these minions late game.
If you make a ramp heavy deck with big minions, you either die early, or don't get the value of quest reward since you already used most of your minions.
No. Let's see what happens if the meta would ever be slow enough to even be able to consistently complete the quest:
1. You start with one less card, and no turn one. This is huge. Especially for a deck that needs three things: ramp, big minions, and draw effects.
2. You need to be able to have both a lot of draw and big minions. Otherwise, you complete the quest and you either a) Just play every topdeck minion for 0, so it makes no difference or b) You have no more big minions.
3) Here's the problem with this deck: Against aggro, you obviously don't want the quest. Against decks that are slow enough that you can use the quest against, you win anyway. You are big druid: You destroy slow decks!
Fuck cubelock
hemet jungle hunter ? he destroy junk and you then topdeck only
sry for bad english
I have been testing a new version of quest druid focusing on deathrattle abuse, with promising results so far.
http://www.hearthpwn.com/decks/896200-kft-quest-druid-revisited
I am thinking of adding Doomsayer and Mistress of Mixtures to make it better against aggro, not sure what to drop yet.
The problem is the reward has very little impact on the game. You can complete the quest pretty quickly, but the cards in your hand dont change to 0 mana. If the cards in hand changed to 0 it would be one of the best
Justicar Trueheart in Rogue?
I played earlier against a quest druid who was playing 2x Ultimate Infestation, I'd say that card makes the deck way better. Not sure if competitive enough though.