I have tried to get a good quest druid deck, its a interesting puzzle. On the one hand its slow, and if you cant stop agro, you have a hard time in the early and mid game and may end up losing early. But if you complete the quest, you likely win. One question, you have 1 Menagerie Warden, but the only beasts in the deck are 2 Elder Longneck which are likely to be gone before you can play the warden. Are you finding that they are still there to duplicate a beast on mana turn 6 and you can get value from the warden?
I have tried to get a good quest druid deck, its a interesting puzzle. On the one hand its slow, and if you cant stop agro, you have a hard time in the early and mid game and may end up losing early. But if you complete the quest, you likely win. One question, you have 1 Menagerie Warden, but the only beasts in the deck are 2 Elder Longneck which are likely to be gone before you can play the warden. Are you finding that they are still there to duplicate a beast on mana turn 6 and you can get value from the warden?
I take it you didn't read anything from the deck description... I am not going to copy-paste what I have written there for her...
I have tried to get a good quest druid deck, its a interesting puzzle. On the one hand its slow, and if you cant stop agro, you have a hard time in the early and mid game and may end up losing early. But if you complete the quest, you likely win. One question, you have 1 Menagerie Warden, but the only beasts in the deck are 2 Elder Longneck which are likely to be gone before you can play the warden. Are you finding that they are still there to duplicate a beast on mana turn 6 and you can get value from the warden?
I take it you didn't read anything from the deck description... I am not going to copy-paste what I have written there for her...
but your description isnt on this forum thread and probs he just looked at the list here maybe you will generate more positive interest by saying somthing like ,,hi there if you goto my deck page there you will see a description to help with this query ,,,instead of sounding so harsh and abrupt.
I have tried to get a good quest druid deck, its a interesting puzzle. On the one hand its slow, and if you cant stop agro, you have a hard time in the early and mid game and may end up losing early. But if you complete the quest, you likely win. One question, you have 1 Menagerie Warden, but the only beasts in the deck are 2 Elder Longneck which are likely to be gone before you can play the warden. Are you finding that they are still there to duplicate a beast on mana turn 6 and you can get value from the warden?
I take it you didn't read anything from the deck description... I am not going to copy-paste what I have written there for her...
but your description isnt on this forum thread and probs he just looked at the list here maybe you will generate more positive interest by saying somthing like ,,hi there if you goto my deck page there you will see a description to help with this query ,,,instead of sounding so harsh and abrupt.
I think he didnt answer because the way the warden is used is not to complete the quest. He is using it to copy Barnabus the Stomper after the quest is done. Having played this quest with a different deck, Im not sure that happens enough to save a 6 mana card while your opponent is building a board and hitting you in the face. In my experience when you play the quest, your opponent starts hitting you in the face as fast as possible to kill you before its completed.
I'll be back to pick it up around 4. It's ok for you to complete the quest by Innervateing Deathwing, but don't play Devilsaur Egg against Priest. Also, don't let it play against decks past rank 15, or it gets cranky.
Seems to me that in order of getting something useful out of the quest you have to think outside the box. I don't own the quest myself but I've seen a lot of streamers trying it out and one of the things that it seemed to have going against it is the fact that once the quest comes online you've already won or you already lost. I haven't seen any games where the quest made any difference.
So with that in mind what if we didn't go all in on the quest? What if we played an average quantity of 5+ attack minions and only picked the playable ones and preferably the ones with taunt? And what if we used the quest as a combo enabler? C'Thun + a couple of Brewmasters come to mind. Malygos + a couple of Faceless Manipulators also seems decent, though there's not that many damage spells left in standard.
That way we don't rush to finish the quest and we can cut all of the jank cards and solely focus on surviving until we draw into our combo and finish the quest somewhat simultaneously (in the mid to late game).
Forgot that Barnabus only discounts cards in your deck. You could still probably make it work as long as some of the pieces are left in your deck when you play it.
Medivh, the Guardian is usually insane with Ultimate Infestation and Moonglade Portal and allows you to complete the quest very fast once you have the mana. Then you can perform an awesome board swing with your 0 cost big minions. Fatespinner is a hidden gem for Druid this expansion. It's actually funny how many people that play right into it and get their board destroyed.
If you draw Maly before quest completion, you still have Kun to help you combo off. If you draw both, you can still go Maly -> Faceless > Prince > 2x Moonfire for 32 damage.
EDIT: you could also throw in Arcane Giants for a faster quest completion
I don't think you need a combo based Malygos finisher or Medivh shenanigans: once you've done your quest you just need to rain zero mana giant minions on them until they give in.
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Hello!
I am here to share a deck I have been working on for a while. Something different and uncommon to see on ladder but has great potential.
Let me know what you guys think.
Cheers.
So you thought only Mage had an exodia combo eh
I have tried to get a good quest druid deck, its a interesting puzzle. On the one hand its slow, and if you cant stop agro, you have a hard time in the early and mid game and may end up losing early. But if you complete the quest, you likely win. One question, you have 1 Menagerie Warden, but the only beasts in the deck are 2 Elder Longneck which are likely to be gone before you can play the warden. Are you finding that they are still there to duplicate a beast on mana turn 6 and you can get value from the warden?
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
So you thought only Mage had an exodia combo eh
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
Is this the place where I can drop off my crappy, off-brand ramp?
I'll be back to pick it up around 4. It's ok for you to complete the quest by Innervateing Deathwing, but don't play Devilsaur Egg against Priest. Also, don't let it play against decks past rank 15, or it gets cranky.
Seems to me that in order of getting something useful out of the quest you have to think outside the box. I don't own the quest myself but I've seen a lot of streamers trying it out and one of the things that it seemed to have going against it is the fact that once the quest comes online you've already won or you already lost. I haven't seen any games where the quest made any difference.
So with that in mind what if we didn't go all in on the quest? What if we played an average quantity of 5+ attack minions and only picked the playable ones and preferably the ones with taunt? And what if we used the quest as a combo enabler? C'Thun + a couple of Brewmasters come to mind. Malygos + a couple of Faceless Manipulators also seems decent, though there's not that many damage spells left in standard.
That way we don't rush to finish the quest and we can cut all of the jank cards and solely focus on surviving until we draw into our combo and finish the quest somewhat simultaneously (in the mid to late game).
Forgot that Barnabus only discounts cards in your deck. You could still probably make it work as long as some of the pieces are left in your deck when you play it.
I am running this version:
Medivh, the Guardian is usually insane with Ultimate Infestation and Moonglade Portal and allows you to complete the quest very fast once you have the mana. Then you can perform an awesome board swing with your 0 cost big minions. Fatespinner is a hidden gem for Druid this expansion. It's actually funny how many people that play right into it and get their board destroyed.
Hephaisto22 I really like the Medivh angle.
What do you guys think of something like this?
If you draw Maly before quest completion, you still have Kun to help you combo off. If you draw both, you can still go Maly -> Faceless > Prince > 2x Moonfire for 32 damage.
EDIT: you could also throw in Arcane Giants for a faster quest completion
I've got a simpler quest druid here which is working out for me ok:
I don't think you need a combo based Malygos finisher or Medivh shenanigans: once you've done your quest you just need to rain zero mana giant minions on them until they give in.