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Quest Druid deck list guide - Saviors of Uldum - Hearthstone (August 2019)

How to get started with Quest Druid in the Saviors of Uldum meta.

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About James Law

James can usually be found wearing dungarees, playing Hearthstone, drinking coffee, or all of the above. For his sins, he has been cursed to forever main heavies in Smash.

Our Quest Druid deck list guide features the best deck list for Season 65 of Hearthstone (August 2019), and the beginning of Saviors of Uldum. You can also find some general strategy advice and a breakdown of the deck’s key combos, but we will continue to add more over time.

Quest Druid, in Standard format, is a deck built around the new Saviors of Uldum Quest card: Untapped Potential. It requires you to end 4 turns with unspent mana, for which you are rewarded with a permanent Fandral Staghelm effect that replaces your Hero Power. Ossirian Tear is excellent for a long-term value plan, as well as offering swift board swings through the combination of Choose One cards' effects.

This version of Quest Druid is token-based, as a large number of Druid's Choose One cards have strong board-buffing effects and already synergise well with Keeper Stalladris. Read on for our guide on piloting this deck to success.

This deck will need some refinement, as this deck is still new to the format, so check back here for updates.

Quest Druid deck list and strategy

Here is the version of Quest Druid we’re going for at the opening of Saviours of Uldum. Expect further refinements with card reveals and meta shifts, and we’ll be sure to update this page as and when they happen.

DruidNeutral
1 x Untapped Potential2 x Questing Explorer
2 x Worthy Expedition1 x Zilliax
2 x Crystal Merchant
1 x Keeper Stalladris
2 x Power of the Wild
2 x Wrath
2 x BEEEES!!!
2 x Druid of the Scythe
1 x Wardruid Loti
2 x Mark of the Loa
2 x Oasis Surger
2 x Starfall
2 x Hidden Oasis
1 x Nourish
2 x Tending Tauren
1 x Cenarius

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAaa4AwYkX67SAqCAA8mcA/ihAwxW9wPEBovuAuH7AvqGA6miA6+iA8iiA9yiA7ulA9mpAwA=

More great Druid guides:

General strategy

Combining your Choose One effects is not something to take lightly. It’s an incredibly powerful ability, especially as it lasts for the entire game. Below we explain how best to make this work.

Early Game: Play the Quest on turn 1 of course, and from there you’re looking to complete it as swiftly as possible. From there, you’ll want to manage your mana so as to ensure you have at least 1 crystal left over at the end of your turn. This may mean completely skipping turn 2, but in all honesty it’s worth it for the immense value that comes with Ossirian Tear. Of course, if you need to use Wrath on turn 2 to remove a threat, then go ahead. If your Wardruid Loti needs to Rush in and take down an enemy on turn 3, then no one’s stopping you.

Your main goal should be to complete the Quest in the early game though, and don’t forget that after your Quest is done, your Questing Explorers will no longer draw you a card. In the early game, playing Crystal Merchants is extremely powerful, as it offers constant card draw for something you were trying to do in the first place; float mana.

Mid Game: Once the Ossirian Tear is in effect, play your Choose One cards. Combining this with Keeper Stalladris can be an excellent value generator, but generally your goal here is to fill the board and make use of the Quest’s Hero Power. There’s no need to save mana anymore, so don’t worry about skipping value, and keep piling on the pressure. Refill your board as much as possible with the minions you have left and keep buffing them until the opponent is overwhelmed. Oh, and always hit face when possible.

Late Game: You have some really strong late game plays to make. Your Quest completion is still rewarding you, so cards like Tending Tauren and Cenarius are high power plays, especially if you’re playing them on top of an existing board of minions. These last cards should get you over the hump and finish your opponent, and the long-term value you’ve been generating from Ossirian Tear should hopefully have helped you run away with the game by now. Running low on health? Hidden Oasis heals you for 12 whilst putting a 6/6 with Taunt on the board too, so you’re not short on survivability either.

Quest Druid Mulligan Guide

Your mulligan should be based mostly on Quest completion.

1. Hold on to Untapped Potential in almost every situation. It’s a large part of your game plan and the tempo you can gain back once you’ve finished the Quest is vital.

2. Questing Explorer is a great early-game cycle card. Cheap with decent stats (2 mana 2/3s are always going to be viable), it’s a fantastic play that can even leave some mana in the bank.

3. Crystal Merchant is one card you can’t afford to miss out on. In fairness, it does offer late game value too, but its ability to take the early game by storm and set you up with a big hand to destroy your opponent when your Quest is complete is so incredibly valuable.

Quest Druid tips, combos and synergies

Quest Druid revolves around your Choose One cards, but below you can find our top tips to maximise the utility of your whole deck:

- BEEEES, the new Druid spell in Saviors of Uldum, has a great deal of flexibility in this deck. It provides strong removal, with the added bonus of keeping minions on board if any of your bees survive. This is strong support for your token strategy.

- Occasionally, you’ll be better served tossing Choose One cards out there without reaping the bonus of Keeper Stalladris or Untapped Potential. The Quest gives you a great deal of power later on in the game, but you have to get there first, something that might be a bit tough against hyper-aggressive opponents.

- Be careful with Nourish. It gives you 2 (full) mana crystals, which can help you complete your Quest if you’re still waiting for it on turn 6, but if you’ve already completed the Quest it may overdraw your hand.

- Druid of the Scythe, when played after your Quest has been completed, transforms into a 4/4 with Rush and Taunt, a potentially very impactful play.

- Wardruid Loti, with her 4 potential forms, is a brilliant card once Ossirian Tear is active. She turns into a 3 mana 4/6 with Taunt, Rush, Poisonous, Stealth and Spell Damage +1. Obviously if you use Rush, the Stealth goes away, and you can’t utilise Taunt while in Stealth, but in general the amount of utility Loti provides is huge after the Quest, whether it be to remove a big enemy threat or create a big threat yourself.

- Hidden Oasis gives your deck a whole lot of staying power to reach the late game. Chances are, by the time you’ve reached turn 6, Ossirian Tear is active. The lost tempo from your unspent mana might’ve left you longing for health but Hidden Oasis offers both a 6/6 minion with Taunt to protect your face and a whopping 12 health restored. This can be the stabilising presence needed to advance to the late game.

- Cenarius' two 2/2 Treants also receive his buff when they hit the board, so playing him on an empty board isn’t all bad - the Treants turn into 4/4s.

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