Quest Warrior Mulligan Strategy & Guide
The mulligan section is divided into two parts – against fast decks and against slow decks. Fast decks are generally the Aggro decks (e.g. Odd Face Hunter) or high tempo Midrange decks (e.g. Even Paladin). Slow decks are slower Midrange and Control decks.
Vs Fast Decks
Important: You do not want to keep Fire Plume's Heart against Aggro! Always keeping your Quest is a common mistake – you often want to mulligan it away. A good example would be Odd Paladin – Quest is absolutely pointless in that matchup. Even if you finish it in time, the flood of tokens will make your new Hero Power almost useless. Tempo Mage is another example – it’s a matchup in which you win by surviving, and 2 Armor Hero Power is much better for that matter. If they don’t get Aluneth, you outarmor them, and if they do, you just need to stall long enough for fatigue to kill them – of course, 8 damage Hero Power might come handy sometimes, but you will have a higher win rate by getting an extra card in mulligan.
Higher Priority (keep every time):
- Drywhisker Armorer – 2/2 that will usually give you 4-10 Armor? It’s a great keep in all of those aggressive matchups, especially board-flood ones like Odd Paladin.
- Warpath – Keep in aggressive matchups, thanks to its flexibility. You actually often use it on Turn 2 as just a Whirlwind, but if you need 2 AoE damage on T4 or 3 AoE damage on T6 it’s also good.
- Acolyte of Pain or Stonehill Defender – The 1/3 and 1/4 stats of those minions are actually good against lots of 1-drops. Stonehill Defender can stop some damage while getting you another Taunt to curve with, while Acolyte of Pain can draw multiple cards. Acolyte of Pain is best if you have Warpath or Blood Razor follow-up, though.
- Tar Creeper – Great defensive 3-drop – it should at least slow down the opponent’s aggression by quite a bit.
- Blood Razor – Hands down the best card you can have against Aggro. It often clears the board on the turn you play it AND makes your opponent’s turn difficult, as he can’t play any 1 health minions.
Lower Priority (keep only if certain conditions are met):
- Cornered Sentry – With Drywhisker Armorer. Summoning three extra minions for your opponent is +6 Armor, and that’s massive. The only deck I wouldn’t do it against is probably Shaman, because you can get punished with Flametongue Totem.
Vs Slow Decks
Higher Priority (keep every time):
- Fire Plume's Heart – Against slow decks, Quest is your main win condition, so it’s an auto-keep .
- Acolyte of Pain – You want to cycle through your deck as quickly as possible, so Acolyte is a great keep.
- Stonehill Defender – You want to finish your Quest as fast as possible, and Stonehill is two Taunts in one (or even more if you roll another Stonehill).
Lower Priority (keep only if certain conditions are met):
- Cornered Sentry – I’d keep it against Druid in case you face Taunt version. It’s the best counter you have for that deck, since you make their Witching Hour have a 3/4 chance to summon a 1/1 instead of Hadronox.
- Execute – Against Even Warlock – getting rid of that early Mountain Giant or Twilight Drake is often the matter of life and death.
- Slam – If you’re keeping Execute and need an activator.
Quest Warrior Play Strategy
Vs Fast Decks
If you read the mulligan section, you will understand that Quest is not your win condition in majority of the fast matchups. You would lose MUCH more games by starting with one card less (so you reduce your chance to draw a removal, weapon or the right Taunt early) than you would fin by finishing the Quest and shooting them with 8 damage Hero Power.
Against Aggro, you play like a normal Control deck – you control the board and try to survive. The longer the game goes, the higher your chance to win is – you have access to bigger Taunts, more AoE etc. Early and mid game is most important, which is another reason why you don’t need your Quest.
The deck runs quite a lot of different board clears – 2x Warpath, 1x Reckless Flurry, 2x Blood Razor, 2x Brawl and 1x Primordial Drake. However, knowing your enemy is really important, because you want to know which AoEs are best to use and when. Generally, Warpath is the most flexible AoE, so you want to save it as long as possible – it can answer both small and mid-sized minions. You might want to use Reckless Flurry when you still have some Armor – e.g. if you anticipate that your opponent is going to push hard and you will lose the Armor next turn, it might be wise to drop it. Brawl is random, but good in a way that it can clear bigger minions – so if you face a fast deck that has one or two big minions, you might want to save Brawl for them. Primordial Drake’s main advantage is that it comes with a body, but the 2 AoE damage part is important. Try to squeeze it whenever you need a Taunt on top of an AoE.
Keep in mind that most of the Aggro decks have multiple ways to refill their hand and/or the board – using your only AoE against even Paladin when the board isn’t very threatening might not be the best idea, because now he might drop Call to Arms and just refill it.
Phantom Militia is generally a bad early game card, but don’t hesitate to play it as a 2/4 Taunt on Turn 3 if you have no other play. Yes, it’s not optimal, but it’s still much better than skipping your turn. Do not save it until you can play it 2-3 times against Aggro – like I’ve said, your Quest is not a priority anyway.
One cool interaction is Blood Razor replacing another Blood Razor (or alternatively, the Quest weapon replacing a Blood Razor). On Turn 8, playing 2x Blood Razor will deal 1 AoE damage 3 times, which can sometimes be useful. The best part about those multiple 1 damage AoEs (so Blood Razor and Warpath) is that they work very well vs Divine Shields and/or Deathrattles. E.g. if your opponent has a board of 2-3 health Murlocs and plays Gentle Megasaur, adapting them with the “Deathrattle: Summon 2x 1/1” option in the late game, you can play Warpath 4 times and clear everything.
So, basically, that is your plan. Keep clearing the board and playing the Taunts. If you draw the Quest you’ve mulliganed away, there is no harm in playing it, you might be able to finish it sometimes. You can also use it to e.g. proc Counterspell against Tempo Mage. However, sometimes you do not want to play the weapon reward – 2 Armor Hero Power might sometimes be better than the 8 damage one, when you’re at very low health in particular. You can still use it as a finisher – weapon hit + Hero Power is 12 damage + whatever you have on the board can add up to ~20 damage or something. Even if your opponent has minions on the board, you still have 5 mana to squeeze in e.g. a Blood Razor or 2x Warpath.
Vs Slow Decks
Your matchups vs slow decks are quite different than those vs fast decks. You could say that at the point where most of the Aggro matchups finish, the REAL game against slow decks start.
Your #1 priority against slow decks if finishing your Quests. The Taunt minions are generally not very efficient – you don’t put a lot of pressure with them, they should be relatively easy to clear and they don’t give you much value. However, once you finish the Quest, your Hero Power will make up for that. It’s important to try to drop a Taunt minion every turn if you can. Ideally you’d want to finish your Quest around Turn 8-9. Both Stonehill Defender and Phantom Militia are super helpful when it comes to that. When it comes to Stonehill, don’t be too greedy – since your goal is to finish a Quest as quickly as possible, it’s often much better to keep e.g. a Goldshire Footman than for example a Giant Mastodon. The best pick, however, is another Stonehill – you get another +1 on the Quest and can potentially reroll if your other options were bad. If you already have means to finish the Quest in your hand, THEN you might pick some high value card, e.g. another The Lich King or Primordial Drake. Phantom Militia, on the other hand, is a good Turn 6 or Turn 9 play – you don’t have any other 6/9 mana Taunts in this deck anyway, so filling your turn with two/three of them should bring you closer to finishing the Quest, or even finish it.
You play lots of AoE removals, which might not be useful in Control matchups. You might stop playing Taunts and e.g. drop a Brawl or Reckless Flurry in case your opponent develops a solid board. They still come handy against slow decks that want to put minion pressure – such as Even Warlock, where a well-timed Brawl can win you the game. However, I’d say that single target removals are more key against slow decks. You have 4 big single target removals in total, so it’s important to understand how many big threats they run and which take the highest priority. For example, if you have only a single removal in your hand and Even Warlock drops a 6/5, you might want to try to remove it another way, or stall the game with Taunts – save that removal for The Lich King or let’s say a 4/10 Drake that you might not be able to remove other way.
After you finish your Quest, you want to equip the weapon as quickly as possible and start shooting the Hero Power every single turn. I mean it, unless you need full mana or else you would die, shoot it every single turn. However, don’t do that at the beginning of each turn – you want to set up for it first. For example, if you opponent drops a bunch of small minions, you want to AoE them down first. A natural reaction to you finishing the Quest will be playing multiple minions, which you can punish with Brawl.
With your new Hero Power, you no longer want to play the control role. You want to be the beatdown. As much as hitting the face instead of a minion might seem like a low-roll sometimes, you actually WANT the Hero Power to hit your opponent most of the time (unless the choice is between a big minion such as Lich King and face – but hitting face instead of a smaller/midrange minion is usually great). Assuming no healing, all you need is three times 8 damage into their Hero and you can finish the rest with your weapon.
Since you will have 8 more mana to work with every turn, you want to either clear the board (in case of board flood) or drop some Taunts. Taunts should keep you relatively safe for a while, as long as you don’t completely lose the board control. The ideal scenario is putting lots of pressure on your opponent with Hero Power and then dropping some minions. Now he has to both heal himself up, play some minions so your Hero Power won’t hit him again AND deal with your board. Such a situation is often a way to close out the game in such matchups, simply because your opponent won’t be able to do all of that at the same time.
Quest Warrior Card Substitutions
Unlike Control Warrior, a non-Odd Quest Warrior build is actually quite cheap. This specific list costs roughly 5,000 Arcane Dust, which is less than many Aggro decks. However, you might be able to reduce the deck’s cost even further. Let me go through the Legendaries and Epics in this list and offer some potential replacements.
- Fire Plume's Heart – This is the only expensive card that absolutely needs to stay there. The deck makes no sense without it.
- Reckless Flurry & Brawl – Two of your Epic board clears. There are no real, direct replacements for them, and I’d say that you absolutely need at least two copies of big AoEs.
- Shield Slam – It’s actually one of the only builds that runs two copies. You can easily get away with using only a single one – possibly even none.
- Primordial Drake – Big Taunt and AoE in one card, but it’s not absolutely necessary.
And here is the list of potential replacements:
- Second copies of cards that are already in your deck. If you don’t know what to replace your cards with, you can always add second copy of some of the cards that are already in this build – e.g. second Slam or Cornered Sentry in this case!
- Weapon removal. You can use Acidic Swamp Ooze, Gluttonous Ooze or Harrison Jones – each one of those has some merits, but I’d probably lean towards Gluttonous Ooze.
- Whirlwind – Not a great replacement for your AoE cards, but it’s still sometimes useful vs Aggro, and you can use it to activate Execute or draw an extra card from Acolyte of Pain.
- Saronite Chain Gang & Direhorn Hatchling – If you’re looking for more/other Taunt cards. They aren’t amazing, but they’re some of the better mid-game options. Actually, you can use Direhorn Hatchling to replace Rotten Applebaum if you face mostly slow decks – the healing is not that useful and an extra big minion later in the game is generally better.
- The Lich King – Not really a “budget” replacements, but it’s one of the most commonly used Legendary cards, so most of the players have it anyway. It’s a solid late game option in this deck, especially if you face lots of slow decks.
This deck is a piece of shit … tier 10 pls
The latest Vicious Syndicate report (it’s probably the most reliable source) lists it as the #1 deck on the ladder in terms of win rate.
Of course, the meta has already shifted a bit, e.g. Malygos Druid got very popular on the first days of June season, so Quest Warrior might not longer be #1 in the next report, but it’s definitely a great deck.
Not sure what part you are reading, because it shows up as a high tier 2 deck to me.
This deck is awful to climb ladder with.The only deck i have a consistent win rate against with this is odd paladin. Odd rogue, even warlock and token druid are about 50-50. But it gets completely destroyed by spell hunter, cube druid, tempo mage etc. It is also an auto lose to any of the fringe combo decks people seem to randomly play on ladder.
So, you say that you are playing it wrong (?)
Bad matchs: Shaman and Tempo Mage
You might be doing something wrong. Token Druid is a GREAT matchup for Taunt Warrior if you know how to play it, of course, and don’t waste your AoEs when you don’t need to. So is Odd Rogue – you just run them out of steam by Taunting it up and removing everything they play, then they have no reach because your HP negates theirs. Spell Hunter is also a positive matchup…
Of course, it’s not perfect. Cube Warlock is a bad matchup (but not very common outside of Legend yet), Shudderwock Shaman is a bad matchup, slow combo Druid decks like Devilsaur/Mill/Taunt Druids are bad matchups. But it has even more good matchups than bad ones. That said, it’s not a very easy deck to play, because you really need to adapt your strategy to the specific deck you play against – unlike some decks which you can just play the same way against pretty much anything.
After climbing with it yesterday, I already went from R4 to R2. Right now I’m trying out the Malygos Druid, but I’m sure that I would easily hit Legend with this deck if I had more time over the weekend.
I don’t know about this exact list but overall quest warrior has the highest winrate out of any deck type on ladder at all levels of play according to vicious syndicate’s statistics. maybe you aren’t playing it right or it could be this list
i’m playing quest warrior and it has 2 bad matches:
-mage with antonidas
spell hunter is fine, i went 3-1 against hunter (might be recruit hunter as well). cube druid and tempo mage is a bit bad (i had 1-3 and 1-2) but against everything else its very strong. i had 68% winrate (Rank 7-4). i am playing a much lower curve (whithout primorial and applebaum though…
i used this version for this deck but i found i get a higher win rate whit trumps version of the deck
and also because the warrior dk because the aoe works against paladin
Lich is more useful than DK here,at least for me…What do u think about this deck?
Why can’t I play with this deck in standard play mode?
Went from 4000 legend to 600 legend with this exact same list in a few days, enjoy
the deck list and the mulligan and strategy guide aren’t coherent. For exemple, it’s written in the mulligan guide vs fast deck to keep tar creeper in high priority, but there is no tar creeper in the deck list. Is this a mistake or it’s just a bug? Can someone confirm this is a mistake or, if it’s a bug, can someone give me the real deck list?
I don’t know if someone did something, but now, the deck list is ok.
Replacements for Garrosh and the second Brawl? I have a reckless flurry instead of a brawl.
Clarification: I have one brawl, I’m replacing the second with reckless flurry. Is this a good replacement?
primordial drake instead of DK Garrosh and yes reckless flurry instead of brawl
Why scourgelord garrosh?
I believe that Casie got high rank legend with this list, but personally i prefer Azalina for replacement
I wouldn’t personally use it because it’s only good whenever you don’t have sulfuras, and the quest is easy to complete. While you could hold sulfuras until you have Scourgeland Garrosh, it takes away damage that could be used to end the game. Also very good against Aggro when you don’t keep the quest.
Is spellbreaker good in this deck? Since it can be very helpfull against some voidlords or other crap you face in the current meta…
your massive removals are enough
spellbreaker is only effective against Ren and Hadronox sometimes the cubelock decks so if you face lot of this matchups he can replace 1 Primordial Drake
Actually i’m rank 5 and i’m meeting tons of ultra control decks such as jaina mage or odd fatigue warrior that’s why i consider adding azalina wich works very well as a tech card even if it’s suboptimal still looking for the best card to replace
Amazing solid deck i’ve pushed from rank 14 to rank 5 with 80% WR
i have 100% WR against Odd & Even paladins and odd rouge ,this deck is really powerful in the current meta i found myself struggle only against taunt druid
i made the following changes on my list:
-1 Tar creeper >>> +1 ooze ( good against cubelocks ,paladins ,rouges and hunters ,decks they run multiple weapons)
-1 Rotten applebaum >>> +1 Direhorn Hatchling (having a 5 mana 6/9 taunt is really good and most of the time you wont need the 4 heal from the applebaum at turn 5 )
-1 Primordial Drake >>> +1 Execute ( execute could save the day against giants, spiteful summoners and massive drops)
i personally run The lich king and its a good add but if you dont have it you u can replace it with any other taunt minion
Finally the deck absolutely worth it and its one of the cheapest competitive decks in this meta ,Good luck everyone.
I just beat an odd rogue with this quest warrior but with some of the following changes:
-1 reckless flurry, -1 saronite chain gang, -1 rotten applebaum
+1 cornered sentry (strong tech against taunt druid), +2 shield slam
IMHO flurry is too good against anything including turn 10 Gul’dan to be replaced. Cornered Sentry is really nice cause you could combo it with Armorer. It’s not a must have cause you could just pull it from Stonehill, but still it’s really solid. In general this deck is very powerful against almost anything (it has armor, board clears and strong win condition). Good deck to hit legend with on ranks 3-1.
Have just crafted this deck. Im now at rank 16, aiming for rank 5. Is this deck good enough if im a descent player?
I’ve pushed from rank 15 to 5 with this exact list very easily. It has a tough time against big spell mage but otherwise great deck, absolutely worth it!
yea totally you get get to legend if you are good of course if you never played quest warrior before you will need a bit of training and it might not be the best deck to climb a lot and fast since it’s a pretty slow deck but definetely worth it and super fun to play and if you crafted it already you have nothing to lose so just go for it !
anyone have replacements for fire plume’s heart
Judging by your name, you’re probably joking. But anyway, this deck makes no sense without the Quest. It is a quest deck, and the quest is central to the deck. The rest of the deck is built around the quest.
I have basicly all the cards except the quest. Do you recommend me to craft it?
Yes, although expensive, it’s totally worth it.
drywhisker is not a rare. its a common
Sorry, we fixed it. Thanks for noticing!
It was first revealed as a Rare card back in K&C and it was changed at the release. I guess none of us paid attention to that fact, lol.
Replacements for the second brawl, Primordial Drake, and Lich King?
Just added the full guide, including “Card Substitutions” section at the bottom – check it out. However, keep in mind that you don’t want to replace too many AoE cards, or you would be left with no ways to clear the board in faster matchups.
Why not double direhorn instead of saronite ? Who can explain?
4 fits the curve better, and it’s a generally more powerful card. Two immediate taunts are better than one taunt and a future taunt.
Soo which deck is better?
Baku or non baku quest warrior?
I think the ability to add in execute, warparth and bloodrazor make the non-baku better against aggro but I think baku version is probably better vs cubelock and control decks.
I Used to love playing Quest Warrior since Un’Goro but since Throne has come out it just gets shit on by everything and your most likely to lose 60% of the time. It’s still fun to play but not for ranked anymore since the Battle Axe Nerf and just with everything else being played since Throne.
guaranteed loss against exodia mage but otherwise great deck
Nothing Frozen New. Boring deck…
Place there The Lich King and you won’t be disappointed.
Id swap a Shield Block for an Abomination. Goes well with Armor Smith, Execute, Sleeping with the Fishes / board clearing.
what do you need to do to beat elemental shaman with taunt warrior? and do you keep quest against miracle rogue
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.
This is the counter to agro decks.
Taunt warrior is literally one of the best counters to aggro, wtf
most cancer braindead deck ive seen in hearthstone yet
Disagree. Quest rogue. ‘Nuff said.
Panda: Disagree Pirate warrior is the blight of this meta, and hatefull op murlocs, Quest rogue needs calculating untill quest completion
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.
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.
– 1 shield slam + 1 whirlwind
– 2 armorsmith + 2 slam
– 1 shield block + 1 bloodhoof brave
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.
it does absolutely nothing, you would rather not play a card on turn one and then have an additional card in your hand.
This deck version is to slow
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.
well, you dont play sulfuras then and kepp armoring up
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.
2 armorsmith, 1 more brawl and 1 more primordial drake, is the best changes currently.
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.
hi , can you help me to reach legend ? I’ll pay you for it
if you pay me i definetly help you ^^
I absolutely can! just follow me at twitch.tv/drhotloving and ill be your teacher FOREVER
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.
(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.
Haha, I don’t know what are you talking about, this deck rocks!
Learn to play…
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?
oi, eu queria saber se utilizar aquela arma 7/1 seria viável, e se sim, por qual carta você substituiria?
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
I would like to translate this guide into Japanese and post it as an article on my blog?
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
One brawl ? why ?
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.
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.
I’m F2P and saving dust until meta stablised. Is this deck worth crafting? Thx.
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.
hi , can you help me to reach legend ? I’ll pay you for it
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.
Is it okay to play -1 Primordial Drake +1 Deathwing in this deck ?
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)
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.
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.
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.
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.
Are two copies of Sleep with the Fishes important?
Yes, they’re really important. If you want to play this deck seriously, you should craft them.
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?
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.
Well they replaced Armorsmith with Dirty Rat… Now I look like an idiot…
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.
Rat is also important for drawing out Archmage and/or their other Battle Cry minions so they don’t get their effects.
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…
Replacement for Curator?
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.
Sjow changed the deck in the end, -2 armorsmith + 2 dirty rats
shh dont tell the world that
I’ve had an insane run with the deck so far. I just replaced two Armorsmiths with two Dirty Rats. Works wonders 🙂
I think Dirty Rat is essential in this quest meta. Fibonacci’s list is better imo.
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
Without dirty rat you automatically lose against decks like chaos mage or quest rogue.
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.