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"Choose to be Wild!" Beast Druid

  • Last updated May 29, 2018 (Spiteful Nerf)
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Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Beast Druid
  • Crafting Cost: 2220
  • Dust Needed: Loading Collection
  • Created: 1/12/2018 (Kobolds Patch)
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  • Total Deck Rating

    24

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The two prominent Druid decks as of late are Token Druid and Jade Druid. This deck capitalizes on opponents believing you're one of those two archetypes and punishes them for it. If they mulligan believing you're Jade Druid, you can deal some serious damage early on. If they believe you're a bad Token Druid based on your early plays, they'll tend to use up their removal before they realize you have a five-mana 7-7.

Fandral Staghelm helps you get additional value from your "Choose One" cards, so a card like Druid of the Flame can transform into a more useful 5-5 in the later game. A lot of Druid's beasts actually have "Choose One" effects, so why not capitalize on them? Even "Choose One" cards that aren't beasts are just as useful. Living Roots summons two adorable Saplings that can reduce Corridor Creeper's cost and gives Savage Roar a bit more bark while the two damage option can be used as removal or to finish off the opponent.

Spellbreaker is the only tech card worth running in this meta. My justification for not including Menagerie Warden is that she's too slow a card and isn't unfair enough. Druid of the Fang works in this deck because at turn four if coined out and turn five even, there's not much your opponents can do to deal with it. Besides, Drakonid Crusher fits the six-drop spot so much better. At worst, it's a six-mana 6-6 that shrugs off Dragonfire Potion. In most scenarios, however, it's a beefier Druid of the Fang without the beast tag.

For the more aggressive version, replace Druid of the Flame and Fandral Staghelm with Southsea Captain and Patches the Pirate respectively. If you're wondering why I didn't suggest cutting Nourish, yes, the ramp is pretty much useless, but the card draw really helps.

Here's hoping this becomes the next degenerate Druid deck!

Post Patch 10.2:
Corridor Creeper -> Savage Combatant

Savage Combatant is an offensively statted four-drop Beast that helps you follow up with Druid of the Fang. Plus, it has a slight upside if you get to use it. Of course, you don't have to run it. Power of the Wild was my second pick to replace Corridor Creeper. That alongside with the other replacements you can choose from such as Piloted Shredder should work just as well.

Tech Update:
I put in two Scorp-o-matics since there's a surprising amount of annoying things it can get rid of. Yeah, it doesn't have the stats of Golakka Crawler or the cost of Hungry Crab nor is it a beast, but it more than makes up for it in versatility. Can either of them kill a Doomsayer on turn two? Nope. The Scorp-o-matic on the other hand eats it right up! By the way, its diet also consists of: Dire Mole, Fire Fly, Malchezaar's Imp, Mana WyrmMurloc Tidecaller, Northshire ClericRighteous Protector, Tunnel Trogg, Vilefin Inquisitor, Voidwalker, Armorsmith, Druid of the Swarm, Acolyte of Pain, Stonehill Defender, and every totem except Totem Golem. With Wrath, it should help lock down the early game. But, what about the late game?

As evident by this deck, it wants to wrap things up by turn six if possible. But, that's sort of hard to do when there's a wall of demons or a murderous lifestealing statue in the way. What I'm trying to say is: one Spellbreaker wasn't cutting it, so I added another one.

Aggression Update:
The deck wasn't aggressive enough, so I took out some of the slower and more value-oriented minions: Savage Combatant, Drakonid Crusher, and even Fandral Staghelm. The same goes for the spells Wrath and Nourish. While Wrath is an efficient card, this deck establishes board control early on without it anyway. In their place, I was able to make room for the tech cards and Power of the Wild. I like it better than Mark of the Lotus since it also gives you the option to summon a beast and more importantly, make a proactive play on turn two.

Choose Your Path Update:
While I absolutely adore the Saplings, they're not beasts, and I don't think they're impactful enough to warrant including them in the deck anymore. Something that was bugging me was the helplessness of topdecking cards if I wasn't able to take down my opponents fast enough. Branching Paths is the most expensive inclusion in this deck, but the previous statement is one of the reasons as to why I choose to replace Living Roots with it. The card draw isn't as good as Nourish, but it is one mana cheaper and a lot more flexible. Another big reason I choose to run it is essentially, it's a second Savage Roar that can help close games a lot faster if card draw isn't the main issue. If you're wondering about crafting them for this deck, I advise you not to if you are tight on dust and might want to use it on something else unless you really like playing Druid. The deck should still work as intended with Living Roots; I just feel Branching Paths gets more accomplished.

Secondly, while there was this awesome new card introduced called Nightmare Amalgam, it might not be the best fit for the deck since hate cards like Hungry Crab outright destroy both it and your tempo, and Druid of the Flame's statline is simply better against other aggressive decks. Nightmare Amalgam's not the cheapest either, but it admittedly does fit into a lot more decks like Midrange Shaman (cough) Thing from Below. Feel free to try it though. There was also Druid of the Scythe, but a Huffer that can't go face once its played is no good.

Predacious Felines Update:
After removing Living Roots, I found I was summoning the Panther almost exclusively with Power of the Wild because the board usually lacked enough minions to make the buff worthwhile. So, I decided to play Druid of the Saber instead since it comes with two very useful forms. The Sabertooth Panther is better on turn two due to stealth preventing it from getting removed immediately; the stealth can also help it stick around to activate Druid of the Fang if need be. The Sabertooth Lion comes with charge, which when combined with Savage Roar or Branching Paths is an extra four damage for two mana.

The second card to be included is completely optional depending on whether you deem it worth the risk. Night Prowler is pretty underwhelming without the battlecry, but I've found my opponents clear the board enough times that Night Prowler makes for a strong follow-up. Besides, I don't think there are enough cats in this deck. Otherwise, you can stick with good ol' Spellbreaker.

(Whoops. I forgot to replace Wrath with Savage Roar after all this time. My bad.)

-BloodEclipse