Quest Warrior Deck List Guide (July 2017, Standard) – Season 40

Our Un’Goro Quest Fire Plume’s Heart Taunt Warrior deck list guide will teach you how to pilot this popular Season 38 deck! Our guide features mulligan, play, and card replacement strategies!

Introduction

Quest Taunt Warrior is a variation of Control Warrior that instead of the standard late game “grind the opponent out” game plan takes a more proactive approach with the new Quest – Fire Plume's Heart which provides tons of fire power once the Quest is done.

Early in the expansion, Taunt Warrior was one of the most powerful decks in the game. While the deck’s win rate has dropped down significantly (partially due to Rogue becoming even more popular and the swarm of Paladins), it’s still a solid high Tier 2 deck and a good ladder choice.

Update – Quest Warrior in July 2017, Season 40

 

There isn’t a lot to change in this list, you can swap out the Shield Slam and Shield Blocks for stuff like Harrison Jones, Battle Rage, and Slam like Eloise has in her Top 50 Legend version of the deck.

Check out our List of the Best Standard Un'Goro Decks for Hearthstone Ladder

Quest Taunt Warrior Mulligan Strategy & Guide

I’ll divide the mulligan section into two – against fast decks and against slow decks. Fast decks are generally the Aggro decks (e.g. Pirate Warrior) or high tempo Midrange decks (e.g. Midrange Hunter). Slow decks are slower Midrange and Control decks.

Vs Fast Decks

Higher Priority (keep every time):

  • First things first – Fire Plume's Heart. If you’re sure or at least almost sure that you’re facing an Aggro deck, you want to mulligan your Quest away. It doesn’t help in those matchups, most of the games are decided before you finish it. You win those games by stabilizing the board and then putting a huge Taunt wall they can’t pass. Quest means that you start with one less card, which makes your early game more inconsistent. However, if you aren’t sure that your opponent plays Aggro – e.g. you face Warrior and it’s about 50/50 to be Pirate or Taunt, you need to keep the Quest. Starting with 1 less card against Aggro hurts, but doesn’t immediately lose you the game. Starting without the Quest against Control pretty much loses you the game on the spot. I’m still on the fence when it comes to Midrange matchups – from my experience it seems that in some it’s worth to keep it (e.g. against Shaman or Paladin), but against the more aggressive Midrange decks it’s not worth it (e.g. Midrange Hunter – you can’t drop that Armor Hero Power unless you’re really high on health or they will put you on the clock and kill you).
  • Fiery War Axe – The best early game card vs Aggro decks. Before you start putting up a serious wall, you need to control the early game. If you get overrun on the first turns, your Taunts aren’t going to be enough. That’s why FWA is amazing.
  • Armorsmith – While usually not as good turn 2 play as FWA, it should work nicely against the 1 health minions the Aggro decks often drop early. It’s also a soft Taunt, as your opponent will likely want to kill it as quickly as possible, while you should gain 2-3 more Armor in the process too.
  • Ravaging Ghoul – 3/3 with a Whirlwind mechanic, it’s one of the best minions against Aggro – while sometimes the effect doesn’t deliver, more often than not you’re clearing 1-2 small minions with it AND you put a body on the board.

Lower Priority (keep only if certain conditions are met):

  • Whirlwind – Alone you can keep it against the decks that run some early 1 health minions – e.g. Pirate Warrior. Whirlwind can get a lot of value in those matchups. However, you can also keep it with Sleep with the Fishes for a 4 damage AoE – that’s usually more than enough to clear early boards against Aggro Druid or Zoo, where Whirlwind alone is not good enough.
  • Dirty Rat – Against Quest Rogue. Pulling out a bouncer or the minion they’re bouncing from their hand can be auto-win. However, it’s risky to keep against Rogue, because Miracle plays cards you don’t really want to pull out (like Arcane Giant).
  • Acolyte of Pain or Stonehill Defender – Generally these are value minions, so they don’t accomplish too much against Aggro. However, I like to keep them against the decks that don’t rush me down that hard and the extra card might come handy – e.g. in Midrange matchups or against Zoo.
  • Bloodhoof Brave – It’s a really good card, but you want to keep a 4-drop in the Aggro matchup only if you already have a good curve. E.g. if you already have a 2 and 3 mana play. Or if you have FWA and you’re on Coin (then you can use it as a 3-drop).
  • Brawl – I’m still 50/50 about keeping the Brawl in some matchups. It’s definitely NOT a keep against something like a Pirate Warrior. But against Aggro Druid or Zoo Warlock, turn 5 Brawl might be a game changer. On the other hand, you reduce your chance to draw your FWA or another early game play by keeping a 5 mana card.

Vs Slow Decks

Higher Priority (keep every time):

  • If you face a slower Midrange deck, Control deck, or basically any deck where the game will most likely get to the late game, you KEEP your Quest (Fire Plume's Heart) every time. It’s your main win condition and while you can sometimes win with just your minions, it’s significantly harder and close to impossible in some matchups.
  • Fiery War Axe – Even against slower decks, Fiery War Axe is always a keep. It’s great early game board control tool. You want to stall the game until you finish the Quest and FWA means that the early game won’t spiral out of control for your opponent.
  • Acolyte of Pain – More card draw. You want to keep card draw. Card draw is great. It’s even better if you can hide it behind the Taunt, then you can pick the right targets or play some Whirlwind effects and gain multiple draws.
  • Stonehill Defender – MVP in slow matchups. Not only is it a cheap way to get +1 for your Quest, but it also gives you another Taunt. It can give you another copy of itself (you should pick it if you hand is low on Taunts) or something to fix your curve. You want to play a Taunt every turn, so let’s say that you don’t have anything for 4 and you have a 5-drop in your hand already, you just pick 4 and you’re happy. Of course, sometimes you end up with a bunch of bad options, but it rarely happens.

Lower Priority (keep only if certain conditions are met):

  • Armorsmith & 1x Shield Block – Against Mage, because it’s very likely to be some sort of burn deck.
  • Ravaging Ghoul – I like to keep it in a few cases. E.g. if your opponent might have some 1 health minions (rare against Control, but e.g. Exodia Mage runs multiple 1 health minions). Or if your opponent runs some 4 health minions and you have Fiery War Axe in your hand. Or if you have Acolyte of Pain in your hand – if it doesn’t die right away, you can follow it up with Ghoul for an extra card.
  • Bloodhoof Brave – If you have the curve. It’s not like 4-drop is too slow, but you generally want to curve out even in the slower matchups. You want to try to play at least one Taunt every turn.

Quest Taunt Warrior Win Rates

Winrates provided by Metastats

Quest Taunt Warrior Play Strategy

Taunt Warrior is a very interesting deck, because it has two stages of gameplay. First one is before you finish the Quest and the second one is after you do that. In the first phase, it’s one of the most reactive and defensive decks in the game. I don’t remember ever rushing anyone down, which sometimes even happened with old Control Warrior if you got a really good hand and curve. Most of the minions in your deck are Taunts, which are great on defense, but suck on the aggression. They have low amount of attack and high amount of health. Most of them have 1-3 attack – you run only two minions with 4 attack and that’s the highest in your deck. Besides Taunts, most of your deck is cycle and removals, so you won’t put pressure.

However, everything changes once you finish the Quest. Your deck is still very defensive, but your Hero Power isn’t. Now you throw an 8 damage ball of fire every turn and start putting lots of pressure on your opponent. You basically turn the whole game around – now you’re the one that wants to close out the game as quickly as possible while filling the board with defensive minions that protect your health.

This two stage gameplay makes playing this deck a really cool experience and it’s exactly what makes it powerful – you can run fully reactive deck and still have a solid late game win condition.

Vs Aggro

When you play against Aggro, you can drop the “Quest” part from the deck’s name. If you’re sure that you face a fast, aggressive deck, then you most likely want to mulligan your Quest away (it’s really cool that you have an option to do so!). It’s pretty useless for two main reasons. First one is that it’s too slow – you won’t realistically finish it before turn 8-9 and many of the Aggro games don’t even last that long. And second is that it’s not necessary. If the game hasn’t already ended by the time you finish it, it’s for two possible reasons. First – it took you really long to stabilize and you’re still in the “I’m trying to survive” phase, then the Quest is useless, because you don’t want to spend mana on a 8 damage Hero Power, you want to Armor up to get out of burn range. Second – You’ve already stabilized, you have put a Taunt wall, but your opponent is still trying to fight. In that case, Quest reward would definitely speed up the game (probably force an instant concede), but it’s not necessary. It’s a game you pretty much can’t lose – your opponent can’t get through all the Taunts and you gain +2 health every turn, getting further and further away from the burn range. So basically, against Aggro you play a Taunt Warrior, not Quest Taunt Warrior.

In faster matchups, there is only one goal – survive. You don’t want to kill them, you don’t want to pull any crazy or funny combos, you just put a wall and not let get them through. From my experience, first 3-4 turns are most important. That’s where your deck is weakest and their deck is strongest. They will try to abuse that fact and rush you down before you play a big Taunt after big Taunt. You basically want to use everything possible to keep the board clear. Fiery War Axe is obviously the best tool for that, but Whirlwind effects (especially Ravaging Ghoul) are also solid.

Turn 3 is pretty important against Aggro. Missing it usually means that you fall behind and you have to play the catch-up game. The best turn 3 play is usually Ravaging Ghoul. Most of the time by turn 3 a fast deck has some 1 health minions, which means that Ghoul should get the value. This plus the 3/3 body makes it the best turn 3 play against Aggro most of the time. Both Stonehill Defender and Acolyte of Pain are very slow turn 3 plays, but they can fix your curve a bit. E.g. you can pick a 4 mana Taunt from Stonehill Defender if you’re missing one. Acolyte of Pain, while slow itself, gets you closer to your AoEs – Brawl and Sleep with the Fishes.

Now, when it comes to stablization. Sleep with the Fishes is absolutely busted against Aggro if you have Whirlwind effect to combo it with. It’s a 4 damage AoE which, most of the time, clears the whole board. Pulling it off on turn 3-4 (or turn 5 with Ravaging Ghoul) will often turn the whole game around. Brawl is also solid if they have flooded the board. Anything to get as much damage off the board as possible.

Generally, try to FIRST clear the board and then play Taunts, not vice versa. When you play Taunt, your opponent chooses how he wants to deal with it. He will pick the best trades, help himself with weapons/burn and it shouldn’t be that hard to get through. But if you clear the board first and then play a Taunt on a nearly empty board, it will be much harder to kill and provide a much better protection.

Be careful when playing Dirty Rat vs Aggro. You should NOT play Dirty Rat on turn 2 unless your hand is really terrible and you have to take the risk. The only situation where you might play it is when you have an Execute ready in your hand. For example, Bittertide Hydra is a pretty common card in Aggro and pulling it out on turn 2 is game over unless you Execute it right away after it trades with the Rat. However, Dirty Rat is a great card in the mid game, when you’ve already stabilized or you’re close to. Opponents are often keeping minions to not play into Brawl – if you play to play the Brawl, you can drop the Dirty Rat first. You can also pull out a Charge minion they’re keeping – it’s better if you can deal with it on your own terms. At the same time, around turn 5-6, Aggro deck might be out of minions and Dirty Rat is just a 2 mana 2/6, which is great.

After the mid game, when tempo is no longer that important, try to Hero Power every turn if you’re pretty low on the health. After you put a Taunt wall, pretty much the only way they can kill you is with burn damage. If you get above 10, you should be safe against pretty much anything.

Vs Control

Games vs Control are much more interesting than those against Aggro, because you can actually use your Quest reward. And that’s pretty much your main goal of the slower matchups – you want to get to your Quest reward as soon as possible. Taunts are great at stalling, but they easily get outvalued by the “normal” big drops. It basically means that you’re racing against time – if your opponent outvalues you, you get your reward too late, he has a board and card advantage, even the Rag Hero Power might not help you.

Finishing a Quest is your long term game plan since turn 1. You obviously keep it every time. Then, you try to curve out with Taunts. For example, one of the best possible curves might be turn 3 Stonehill Defender, turn 4 Bloodhoof Brave, turn 5 Direhorn Hatchling, turn 6 2x 3-drop Taunt (e.g. 2x Tar Creeper, turn 7 The Curator. Now you can play a small Taunt, finish the Quest and get advantage of the reward right away.  Of course a perfect curve won’t always happen, not to mention that you often have to use removals or draw cards in between playing Taunts. But you should expect to finish the Quest around turn 9-10, if you do it later, it might be too late.

Since you aren’t under a lot of pressure, you can plan your removals, especially AoEs carefully. For example, one common tactic is to play Taunt after Taunt every turn, letting your opponent kill them while they still develop the board and then clearing everything with Brawl or Sleep with the Fishes right before/right after finishing the Quest. For example, you don’t care about losing on the board if you finish the Quest and have Brawl in your hand. You can fall behind, but you’ll still be safe, because of the Taunts and on turn 10 you can Brawl, play the Quest reward and Hero Power right away. Depending on the Brawl and Hero Power outcome, you should clear the whole board and be in control, since now you have a much stronger Hero Power. Try to save the Brawl for after the Quest, but of course if you’re completely overwhelmed by the board, you can use it before.

This list is quite heavy on the Armor gain, which is obviously great in the matchups that want to kill you with burn, but not only. The thing about Quest Warrior is that once you finish the Quest, you lose the ability to gain Armor from the Hero Power. That will be a pretty big part of your opponent’s strategy – they will try to kill you as quickly as possible, before you overwhelm them with Ragnaros Hero Power. With extra Armor gain from outside of your Hero Power (and you have 6 sources in this deck, compared to 2 from the previous list), it’s much easier to survive without the Armor from Hero Power. I often had to wait 3-4 turns before playing Quest Reward simply because I was in the burn range from my opponent. Now it’s not that big of a problem if you have something like an Armorsmith + Whirlwind combo or a Shield Block.

Primordial DrakeSleep with the Fishes is a great late game power play. It’s like an Abyssal Enforcer on steroids – you put a 4/8 Taunt and deal 5 AoE damage. It’s a great comeback combo.

Dirty Rat in slow matchups is quite interesting. Generally, you don’t want to play Rat on turn 2. Your best Rats come a) when you’re ahead on the board and you can trade into whatever comes out, b) you have Execute in your hand to deal with a potential big threat right away or c) you play it right before the AoE turn (or into the opponent’s Doomsayer). The card is great in slow matchups for a few reasons. First, it’s a 2 mana Taunt for the sake of the Quest. Second, your opponent will likely try to not play into AoEs and you can force him to. Third, slower decks often hold onto some cards to get the best use of them – e.g. if you can pull out a minion with powerful Battlecry and kill it on your own terms, it’s great. Fourth, it disrupts some combo decks, like the Exodia Mage – pulling out Antonidas and killing it is pretty much 100% win for you.

General Tips

  • Don’t be too greedy with your Stonehill Defender picks. I’ve seen some people auto-picking the biggest guy and it’s not always correct. You generally want to pick a minion to fill your curve. If there is no such an option or you don’t need to fill the curve, generally try to pick some cheaper stuff. Against Aggro you need the tempo (although Alley Armorsmith is generally also a great pick, as it gives you extra Armor) and against Control you don’t need to play huge Taunts – you want to finish the Quest as soon as possible and often that 2-3 mana Taunt is exactly what you need to do that. Picking a huge thing is good if you’re nearly out of cards, but if you’re still doing the Quest, I could see picking let’s say Pompous Thespian over Soggoth the Slitherer.
  • Remember that your Sleep with the Fishes are pretty poor without a Whirlwind effect, so if possible, try to save at least one to combo with them.
  • Try to play The Curator as soon as possible, so you minimize your chance to draw your Dragon and Beasts.
  • If you drew  before playing , drop it first so it dies and shuffles the 6/9 Taunt into your deck. This way when you play Curator next turn (or the turn after), you have a 100% chance of drawing a 5 mana 6/9 Taunt, which is huge.
  • Sometimes it’s worth it to enrage your own Bloodhoof Brave to make it trade better. E.g. if your opponent has a 6/5 minion on the board, it might trade into the 2/6 with ease while still surviving at 3 health. But if you turn that Taunt into a 5/5, it now trades 1 for 1.
  • Remember that Sleep with the Fishes deals damage to the WHOLE BOARD, including your minions. It means that, if possible, play your minions AFTER Sleep with the Fishes or try to keep the ones you don’t want to get heavily damaged at full health before using the card.
  • Try to not waste your single target removals, especially in the slower matchups. With only 3 of them in the deck and almost no other sources of damage (like Slam or big weapons like Gorehowl) it might be hard to remove everything. You also want to save at least one hard removal for the Dirty Rat turn, because pulling something huge and not answering it might be really bad.

Quest Taunt Warrior Card Substitutions

Surprisingly, Taunt Warrior isn’t that expensive of a deck. It runs no Legendaries besides the Quest itself (The Curator is an adventure Legendary, so it’s a bit different). The main problem is that it runs a lot of Epics, and crafting Epics might be even more problematic than crafting Legendaries, because they are rarely used in a variety of decks. Here are the most expensive cards from the deck and their potential replacements.

  • Fire Plume's Heart – If you don’t have the Quest, playing Taunt Warrior is pointless. You should look for some classic Control Warrior list instead, but it’s probably much weaker in the current meta.
  • Dirty Rat – While I seriously think that Dirty Rat is one of the best tech cards in the current meta and that it’s worth crafting, I understand that someone might not have it. Then you probably want to play Tar Creepers instead. It might actually boost your win rate in some matchups. Tar Creepers are way better against decks like Pirate Warrior or Aggro Druid. But at the same time, Dirty Rat is crucial vs Quest Rogue and great against some other decks, especially Control/Combo.
  • Sleep with the Fishes – The card is really amazing and you’ll really perform much worse if you don’t play it. The problem is that there is no direct replacement. If you’re missing one, you should play second Brawl (which is also an Epic, but at least a Classic one that was played pretty much since the Beta). If you’re missing both, Armorsmith is also a solid option. Alternatively you can try Shield Block for some extra Armor gain + cycle, but I would really recommend just crafting it.
  • Brawl – You absolutely need at least one copy, it helps so much, it can’t really be replaced.
  • The CuratorPrimordial Drake – Those come in a package. If you don’t have one, you don’t want to play the other. I would say that those are also pretty crucial for the deck, Curator generally draws you 1-2 cards (closer to 2 on average) while being Taunt himself and Primordial Drake is a good late game AoE with a big body. However, they aren’t 100% necessary for the deck to function. You can replace them with other late game Taunts. Ornery Direhorn and Tar Lord are okay budget options. Bog Creeper is an alternative to Tar Lord, it has less health, but it’s more aggressive on your turn + you can dictate the trades, unlike with the Tar Lord (since it has only 1 Attack when you can hit with it).

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60 Comments

Discuss This Deck
  1. Lawliet
    June 6, 2017 at 1:26 pm

    what do you need to do to beat elemental shaman with taunt warrior? and do you keep quest against miracle rogue

    Reply
  2. Illuriel
    May 23, 2017 at 10:09 am

    This is not a good deck, it is autoscoop in about 60% of your games, cancer aggro on ladder just walks over you, this should be at the bottom of the current meta.

    Reply
    • Matt
      May 25, 2017 at 5:08 pm

      This is the counter to agro decks.

      Reply
    • Go face never minions
      June 22, 2017 at 3:14 pm

      Taunt warrior is literally one of the best counters to aggro, wtf

      Reply
  3. kys
    May 20, 2017 at 4:56 am

    most cancer braindead deck ive seen in hearthstone yet

    Reply
    • Panda
      May 20, 2017 at 5:18 am

      Disagree. Quest rogue. ‘Nuff said.

      Reply
      • Illuriel
        May 23, 2017 at 10:11 am

        Panda: Disagree Pirate warrior is the blight of this meta, and hatefull op murlocs, Quest rogue needs calculating untill quest completion

        Reply
      • CancerEater
        June 30, 2017 at 2:16 am

        Disagree, quest rogue literally sucks. It’s been a while since I’ve seen quest rogues get passed rank 5. They rely mostly on chance and have no aggro counter measures. I think most 5+ ranked people would agree with this.

        Reply
  4. Thiago Oliveira
    May 8, 2017 at 6:07 pm

    I think this is not a good deck. It is necessary to be very lucky in the beginning of the game to maintain control of the board or survive enogh to get the desired end of the game. In addition, against priest (potion of madness, kabal priests, whaterver), magician (secrets) and shaman (elementals) the spells did not let you get close to winning.
    Perhaps the chance of this deck is against rogue or worlock because paladin and hunter will be playing difficult.
    In high ranks, where games are slower, this deck can make a difference but to get to higher levels with it will be difficult.

    Reply
  5. Fistouille
    April 27, 2017 at 1:45 am

    – 1 shield slam + 1 whirlwind
    – 2 armorsmith + 2 slam
    – 1 shield block + 1 bloodhoof brave

    Kolento list

    Reply
  6. Sonofziz
    April 25, 2017 at 11:23 pm

    Is there really any reason to mull away the quest ever? The deck has no other turn 1 play, and its not like getting sulfuras is a bad thing, if it happens.

    Reply
    • the god
      April 26, 2017 at 12:56 am

      it does absolutely nothing, you would rather not play a card on turn one and then have an additional card in your hand.

      Reply
  7. Murat
    April 22, 2017 at 4:54 am

    This deck version is to slow

    Reply
  8. FlashCam
    April 21, 2017 at 9:17 am

    I believe that something like eater of secrets is a necessary tech card for this deck especially when you play against a lot of mages because they usually stall for time with ice block and freeze until they finish you with burn, while you can’t armour up because you must have already played sulfuras. So I think that it’s possible to destroy that ice block with eater of secrets then finish your opponent with the 8 damage hero power.

    Reply
    • Unfair Pally
      April 23, 2017 at 3:15 pm

      well, you dont play sulfuras then and kepp armoring up

      Reply
    • the god
      April 26, 2017 at 1:01 am

      The biggest win rate i have against is quest mage, because: A, you use alot of armor up and taunts, so they have to get a lot of additional cards to burst you down. B, if they are playing sorc apprintence + archmage you dirty rat twice and pull the archmage from their hand, meaning you will destroy their wincon. You just have to not missplay and you are good to go.

      Reply
  9. amjakiro
    April 20, 2017 at 9:18 am

    2 armorsmith, 1 more brawl and 1 more primordial drake, is the best changes currently.

    Reply
  10. Drhotloving
    April 18, 2017 at 7:52 am

    Currently pushing top 300 legend with this exact deck list. It is extremely solid value based deck with an extremely powerful win condition and amazing clear. Despite what people are saying in here it is extremely good against aggro decks (pirate warr, midrange hunter, murloc pally) and is extremely consistent and dependable with high late game power. Once you get your opponent down to single threats, which is extremely easy to do with this list, your quest hero power will win you the game.

    It has also done well against both rogue archetypes (miracle and quest). Although if quest rogues get a god hand and can get caverns out early which happens sometimes, it can be hard to keep up with (this is true with any deck). Generally, against quest rogue, using this decks immense amount of clear potential is usually enough to keep quest rogue down. Once you get them down to one or two creatures, it is very easy to catch back up with your new hero power. And primordial drake + fishes is generally an instant win against quest rogue.

    I’ve had the hardest time against freeze mage with this deck, simply because you are not able to put enough pressure early since your minions don’t do much damage – you have to resort to more crafty ways of winning a decent amount of the time (save your dirty rats for their doomsayers) and armor up as much as possible.

    I was on the fence about Ornery Direhorn since it is a 6 drop, but its mana cost has rarely been an issue, and the card also acts as a secondary win condition with the option of windfury on adapt, and often turns what would normally be a 3-4 turn lethal into a 1-2 turn lethal type situation.

    On the surface the deck looks like it is very easy to play, but in fact you really need to know its limits, use your health effectively as a resource, and how to use your clears effectively in every match-up. If you are just starting to use this list i would recommend playing it for an extended period of time.

    On one of my recent streams I go over the deck list in more detail and talk about the approach towards different match ups.

    If you are interested, you can find this content at twitch.tv/lauretano. I do not have a set stream schedule since i work full time, but i try to put informative content up there as much as possible.

    Reply
    • Puwl oc
      April 19, 2017 at 12:31 pm

      hi , can you help me to reach legend ? I’ll pay you for it

      Reply
      • fritomaster
        April 20, 2017 at 9:42 pm

        if you pay me i definetly help you ^^

        Reply
      • Drhotloving
        April 24, 2017 at 1:21 pm

        I absolutely can! just follow me at twitch.tv/drhotloving and ill be your teacher FOREVER

        Reply
  11. Behemot
    April 17, 2017 at 7:53 am

    Don’t craft this deck, it’s very bad in the current meta. It even loses to aggro decks, which is supposed to beat. It can’t handle all the deathrattle creatures from hunter, and it dies to pirate on turn 5 like any other slow deck. It can win vs the rogue quest via Brawls (why only one brawl in the above, I wonder, key card), but that deck loses horribly to everything else out there as well. Sleep with the fishes, very bad card, many many conditions must meet for it to do something.
    With lucky draw, it can work, like everything else, of course.

    Reply
    • beat_me_123
      April 17, 2017 at 12:57 pm

      (Please note that I’ve replaced an acolyte with Elise, purely for fun. This is not necessary at all.)

      My experience has been the exact opposite.

      I haven’t lost to a single pirate warrior, even with below average draws and not mulliganing away the quest. Ravaging ghoul and sleep with the fishes is an auto win, even having just the ghoul puts you in favor to win once you clear his early minions (which mostly have 1 health). Whirlwind + sleep with the fishes also wins you instantly. Later on, dirty rat can pull his kor’kron elites or battlecry pirates, and brawl is self explanatory. Overall, almost no play in your deck doesn’t either put a wall in front of the pirate or clear his minions.

      Rogues…I’ve won most games bar the one or two where they somehow manage to get the quest by like turn 2 or 3 based off preps and crazy opening hands. And I expect most decks to lose to this anyway, so let’s consider the regular case. In regular case, if you maximize your odds of getting a dirty rat and get one, you have a good shot of slowing the rogue down to a point where it’s unwinnable for them as they have to expend more and more resources to stall while they draw cards. In the case they still manage to get the quest on turns 4-5, taunts such as direhorn hatchling and bloodhoof brave are actually awesome to have. They take favorable trades but have to bounce the minions back or end up losing them to sleep with the fishes, primordial drake, execute, etc. Brawl is always good to have, sometimes you wished you had 2 but I’ve still stuck with 1. It’s because I end up lasting so long that I draw it anyway, hell I’ve even redrawn and finished the quest in one game. The Rogue will often try to put maximum pressure on your board by flooding it with 5/5s while expending their card draw. Unfortunately for them, even if they play around your brawl you have other tools to dispose of a smaller board with up to 3 minions. Ultimately, they too run out of steam, while you have lots in the tank.

      Elemental tempo mage is slower than pirate warrior, and unfortunately for the mage you have plenty of aoe to clear their shit. Giving them stonehill defender or tar creeper as mirror entity is just fine. Slower mage decks lose to sulfuras. Non-exodia burn decks are faster but have to distribute spells between your growing board and your increasing armor.

      Exodia mage and Elemental shaman run into the same problem – you just need to play the taunt minions to get sulfuras, freezing or devolving them doesn’t slow down your quest and once your weapon is out the mage can’t freeze your hero power. As for shaman, it’s a bit tougher since they are faster and totems can soak up a random sulfuras shot here and there but you have decent AoE tools to deal with them, and they’re less common than a lot of the other decks I’ve mentioned.

      I’ve only played against hunter twice and almost died, but the hunter “died first” smashing his face into my taunts and using kill commands on them as well. All hunters, especially can definitely pose a threat, and may even be favored but I can’t say anything about the latter yet.

      Overall, this is the most well rounded deck in standard right now, which is why people like to play it.

      Reply
    • Gunjonja
      April 17, 2017 at 2:02 pm

      Haha, I don’t know what are you talking about, this deck rocks!

      Reply
    • random guy
      April 18, 2017 at 8:20 am

      Learn to play…

      Reply
  12. Nenn
    April 15, 2017 at 7:15 am

    Can i replace curator? Different taunt? Because in this deck we have 1 dragon and 1 beast (after shuffle 2 beast’s) and maybe we can discover another from stonehill defender. Or this is very important in this deck and without this card is bad?

    Reply
  13. Lusca
    April 12, 2017 at 5:52 pm

    oi, eu queria saber se utilizar aquela arma 7/1 seria viável, e se sim, por qual carta você substituiria?

    Reply
    • Jvsoldivar
      April 14, 2017 at 2:59 pm

      Acho que a Gorehowl (a arma) nao seja muito viavel. O jogo ta com decks muito rapidos e arma é muito lenta. Mas se os decks comessarem a ficar mais lentos, talvez seja viavel

      Reply
  14. roundog
    April 12, 2017 at 5:09 am

    I would like to translate this guide into Japanese and post it as an article on my blog?

    Reply
    • John
      April 21, 2017 at 5:46 pm

      I think you’re okay. Can you link your blog to me? I’m learning Japanese so I’d like to try to read a little haha

      Reply
  15. Fistouille
    April 12, 2017 at 5:05 am

    One brawl ? why ?

    Reply
  16. Illuriel
    April 12, 2017 at 2:50 am

    This is not a top deck at all, it is way to slow, and completing the quest puts you on a disadvantage when loosing the armour power. Most decks just run over your one per turn crap taunts … have been testing this one, so far i still need to win my first game with it…
    I’m either to slow in developing the board and get killed by turn 7 or 8 or either he combos out and i die.

    Reply
    • Griz
      April 12, 2017 at 5:27 am

      This version is not so great. It needs -1 dire horn, -2 Tar creeper -1 aco, and +1 brawl +2 shield block +1 shield slam.

      You don’t need that many taunts, you need to play control and use quest as win condition.

      Reply
  17. deepblue
    April 11, 2017 at 12:10 pm

    I’m F2P and saving dust until meta stablised. Is this deck worth crafting? Thx.

    Reply
    • Stonekeep
      April 11, 2017 at 1:40 pm

      It’s one of the best decks in the current meta, but it’s impossible to say how it will look like after the meta stabilizes. I suspect that the deck will stay in the meta, but no one can be sure. If you really want to be safe, I’d wait another week or two before crafting things.

      Reply
      • Puwl oc
        April 19, 2017 at 12:23 pm

        hi , can you help me to reach legend ? I’ll pay you for it

        Reply
    • Raemahn
      April 11, 2017 at 3:28 pm

      This deck is amazing, and fairly cheap to craft (six epics and two legendaries). Even if the deck doesn’t survive the current meta, the components are all solid, and Dirty Rat is amazing against Rogue, Mage, and Priest since they all hold their key minions until they have the combo. Pulling them with Rat and then killing them immediately gives you amazing advantage.

      Reply
  18. FlashCam
    April 11, 2017 at 11:23 am

    Is it okay to play -1 Primordial Drake +1 Deathwing in this deck ?

    Reply
    • FlashCam
      April 11, 2017 at 11:45 am

      And is there a possibility to add Cult Master to this list ? I played it in my Quest Taunt Warrior deck and I think it’s a great card engine behind a wall of taunts (I tried it before with protect the king and it was in most cases a huge hand re-filler)

      Reply
      • Stonekeep
        April 11, 2017 at 1:39 pm

        I don’t really think that Cult Master is a good choice. It’s incredibly clunky in the faster matchups and slower decks usually have a way to deal with it through spells or Battlecries.

        Battle Rage seems like a better choice for that. It costs 2 so it’s easier to play against Aggro and you can set up 4+ draws vs slow decks in the late game.

        Reply
      • Frank
        April 12, 2017 at 11:28 am

        A terrible choice. Expensive, easily removed, requires a board state you’ll infrequently have, and warrior already has much better card draw that synergizes with what your deck wants to do already.

        Reply
    • Stonekeep
      April 11, 2017 at 1:38 pm

      You can add Deathwing, but definitely not instead of the Primordial Drake. Primordial is still good, because it’s an AoE you can curve into after The Curator. Sometimes you just need it on turn 8.

      Deathwing is a good comeback mechanic after you’ve already played the Quest and you’re running out of Taunts to play.

      Reply
    • Mordeki
      April 11, 2017 at 8:58 pm

      I still don’t have the Drake either so I was trying Ysera but the problem was that you can’t play a 9-drop and hero power in the same turn so I can see why the Drake is so popular. Deathwing might be an okay tech until you can craft him though.

      Reply
  19. Dark
    April 11, 2017 at 8:48 am

    Are two copies of Sleep with the Fishes important?

    Reply
    • Stonekeep
      April 11, 2017 at 1:42 pm

      Yes, they’re really important. If you want to play this deck seriously, you should craft them.

      Reply
  20. Mars
    April 10, 2017 at 9:07 pm

    anyone have stats on how this performs against quest mage (both versions) and it’s a Miracle (it just doesn’t die from the meta) Rogue?

    Reply
    • passing_by
      April 11, 2017 at 8:01 am

      It is almost impossible to win against Quest Rogue and Chaos Mage. I don’t know about Miracle rogue.

      The problem against the former two decks is that Taunt Warrior is too slow and you can’t interfere with their gameplan. The only way to win is Dirty Rat. In fact I would automatically include that card into taunt warrior.

      Reply
      • passing_by
        April 11, 2017 at 9:45 am

        Well they replaced Armorsmith with Dirty Rat… Now I look like an idiot…

        Reply
      • Adam
        April 11, 2017 at 9:52 am

        It’s true that the only feasible way to win against Quest Rogue is Dirty Rat. However, I’ve found that Stonehill Defender is key in the Chaos Mage matchup. You need to need to get your upgraded hero power online ASAP. Eight damage per turn that can’t be frozen really puts them under pressure.

        Reply
        • Raemahn
          April 11, 2017 at 3:31 pm

          Rat is also important for drawing out Archmage and/or their other Battle Cry minions so they don’t get their effects.

          Reply
      • Kassbar
        April 16, 2017 at 1:34 pm

        I will not recommend this deck to play in current meta…
        Too slow, no heal, no armour. 100% loose against aggro deck like Pirate War, Quest Rogue, Tempo MAge and all others.
        This deck is about 13-14 rank, so bad , so bad…

        Reply
  21. VoidLord
    April 10, 2017 at 4:17 pm

    Replacement for Curator?

    Reply
  22. Griz
    April 10, 2017 at 12:00 pm

    I prefer to run -1 Drake +1 Deathwing. I am finding vs other control, Deathwing with quest completed wins in fatigue situations. No one really holds on to a hex or power word death expecting a deathwing to be dropped. All you gotta do is count the removals and use Deathwing once you know he can’t be removed.

    Many times I let opponent drop his winning play on fatigue, then I drop Deathwing and they quit.

    Reply
  23. Spangler
    April 10, 2017 at 10:14 am

    Sjow changed the deck in the end, -2 armorsmith + 2 dirty rats

    Reply
    • monkeyking
      April 10, 2017 at 8:48 pm

      shh dont tell the world that

      Reply
  24. stewie
    April 10, 2017 at 6:55 am

    I’ve had an insane run with the deck so far. I just replaced two Armorsmiths with two Dirty Rats. Works wonders 🙂

    Reply
  25. Misplay
    April 9, 2017 at 7:35 pm

    I think Dirty Rat is essential in this quest meta. Fibonacci’s list is better imo.

    Reply
    • Zanon
      April 9, 2017 at 9:11 pm

      So far this list has been amazingly great. I haven t tried Fibbonaci s list yet, but i will for sure. Although i m more confident that sjow s deck will prevail

      Reply
      • passing_by
        April 11, 2017 at 8:02 am

        Without dirty rat you automatically lose against decks like chaos mage or quest rogue.

        Reply
    • Cgmcnama
      April 9, 2017 at 10:51 pm

      I think they took Sjow’s list because he hit Rank 1 with it and there probably weren’t many Quest Rogue/Mages there. But I agree with @Misplay, Dirty Rat is needed as long as Exodia Mage/Quest Rogue are on ladder.

      Ornery Direhorn (or 6 mana taunts) are not great because you can’t play Sulfuras and Hero Power after you played the Direhorn. 5 mana is the sweet spot.

      For Primordial Drake versus Direhorn Hatchling, usually one DIrehorn is enough for Curator. If it comes before Curator it will die meaning you pull its Deathrattle. If Curator is first you pull the original copy. Primordial Drake you need 2x copies unless you have more draw elsewhere to make up consistency.

      Reply

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