Untapped Potential of the Half-Highlander
- Quest Druid
- Wild
- Ranked
Deck Overview
I love this new quest! With this version I went 14-5 to climb from rank 4 to 3. My list here focuses on making powerful plays in the middle turns as a more mid-rangy version of the deck, with lots of draw and potential to continue to generate value to end the game with a highlander package. All of your best cards are duplicates, the rest get you through the game. The deck focuses on doing whatever it can to survive until quest is complete around turn 5 or 6, then utilize Starfall + Anubisath Defender or Oasis Surger to swing back on board and gain some tempo. There is plenty of removal to keep from getting too far behind at the start of the game like BEEEES!!!, Wrath, and a few one-offs. From there, the goal is to play for tempo and draw all of your duplicates via Nourish, Wrath, and Overflow. Your endgame is to copy good cards with Elise the Enlightened. The best ones are Zephrys the Great, [Hearthstone Card (Flobbidinus Floop) Not Found], and Oasis Surger. You can also copy spells to give you extra cards or even lethal damage.
How to activate the Untapped Potential
There is plenty of removal to keep from getting too far behind at the start of the game like BEEEES!!!, Wrath, and a few one-offs, which allow you to complete the quest. Innervate and The Coin should be used on turn 1 if possible to get a free step of activation. Almost always the rule is to not use all of your mana until the quest is complete, exceptions exist of course but only if they would otherwise lose you the game should you not try to activate the quest. For example: a board of 1-health murlocs is a good excuse to use Swipe on turn 4.
Mulligan Strategy
You always keep the quest so that will take up one of you mulligan slots, you need to play it to win the game.
Paladin, Warlock, Hunter, Shaman, and Rogue:
Pounce, Swipe, BEEEES!!!, andWrath
Warrior, Mage, Druid, and Priest:
Nourish, yup that's the single best card. You'll draw the rest that you need.
Matchups
Paladin, Warlock, Hunter, and Rogue:
These are the most aggressive decks in the game currently. Look to complete the quest as early as possible while managing the board as best you can. Starfall into Anubisath Defender will often win the game outright.
Mage, Druid, and Priest:
These decks will let you complete the quest quite easily. In these matcups you are the aggressor and need to fight to deal damage and have a big board as much as you can without playing too heavily into board clears. Look for Nourish to ramp your mana and give you a huge advantage early.
Warrior and Shaman:
Warrior and Shaman will try to outvalue you, fortunately you can duplicate all of your best cards with Elise the Enlightened at the end of your deck to help you win the game. Look for Nourish and other big card draw to help you get to the point that you can copy your hand and overwhelm them with big boards. You will not win these games with value, but rather with tempo plays each turn to help you push enough damage to win.
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4- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 0 Innervate x 1
- 0 Pounce x 1
- 1 Untapped Potential x 1
- 1 Worthy Expedition x 1
- 2 Crystal Merchant x 1
- 2 Power of the Wild x 1
- 2 Wrath x 2
- 3 BEEEES!!! x 2
- 3 Ferocious Howl x 1
- 3 Swipe x 2
- 3 Wardruid Loti x 1
- 4 Flobbidinous Floop x 1
- 4 Keeper of the Grove x 1
- 4 Mark of the Loa x 1
- 5 Anubisath Defender x 2
- 5 Elise the Enlightened x 1
- 5 Nourish x 2
- 5 Oasis Surger x 2
- 5 Starfall x 2
- 6 Hidden Oasis x 1
- 6 Tending Tauren x 1
- 7 Overflow x 1
- 2 Zephrys the Great x 1
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Comments
Out of the box, I think that Druid's quest is by far the most abusive. This deck kinda proves it
still, control warrior destroys this deck hard enough it has to adapt against it, weakening the other matchups
Ya, agreed, now that the control warrior list has settled the matchup became much much harder. The few games against control warrior I do win make me feel like I just got lucky