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Witchwood Togwaggle Mill Druid [Rank 16 -> Legend]

  • Last updated Apr 25, 2018 (Witchwood)
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Wild

  • 9 Minions
  • 20 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Miracle Druid
  • Crafting Cost: 10640
  • Dust Needed: Loading Collection
  • Created: 4/15/2018 (Witchwood)
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  • Total Deck Rating

    12

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Created this deck as a meme, but somehow managed to climb to legend from rank 16 (haven't played in a while) with only this deck at a 68% winrate over 144 games. Don't know if it would have fared as well if people knew what to expect.

Win Condition when the opponent is hand oriented

Draw through deck to get combo, when opponent has 6 or more cards in hand, Naturalize -> Naturalize -> King Togwaggle.

If the opponent has 8 or more, you can further gimp him by going Naturalize -> King Togwaggle -> Naturalize, or save the second Naturalize for a bigger minion.

Draw is number 1 priority. When you have the 3 card combo in hand, you can start to overdraw your own cards to further gimp your opponent before using the combo.

Win Condition when opponent is tempo oriented

Draw through deck to get combo and go face as safely as possible to get him down to 15 just as you run out of cards. When both conditions (opponent 15 + you fatigued) are met, King Togwaggle -> Naturalize - > Naturalize kills him.

Win Condition when opponent is aggro

Survive and kill him with either combos, or minions + Malfurion the Pestilent. Spreading Plague and Branching Paths are key to this matchup.

Matchups

Druid (60% Winrate) Only faced 5 druids during the 144 games; not enough information.

Hunter (81% WR) Spell hunter is free win, aggro easily survivable due to heavy armor.

Mage (85% WR) Control mage - Draw as fast as possible, easy if they don't get Frost Lich Jaina before your combo, winnable if they do. Tempo mage- EZ.

Paladin (62% WR) Mostly don't run healing so subtly get them to 15 and combo them. Remember to use the +1 to minions with branching paths on your 1/5 Scarabs for board control and smorc.

Priest (87% WR) Easiest class to mill. Beware of Chameleos though D:

Rogue (69% WR) Miracle rogue is mill city. Tempo rogue is only occasionally a pain - Get them to 15 and kill.

Shaman (42% WR) Shudderwock combo decks always seem to draw a lot faster than you, and they have too much healing to burst.

Warlock (50% WR) Adding Harrison Jones to the deck increased this matchup significantly. Do not tunnel on stealing their deck, but try to do so as hard as possible, while leaving 15 damage combo as an option. If they draw Bloodreaver Gul'dan they probably win, if not, you win. The healing is obnoxious and there will be several instances you are 1 off lethal with the combo.

Warrior (78% WR) Try and get early board presence so the option of combo from 15 is open. Usually possible to steal their decks, but you might have to bait by not playing anything so they have at least 6 cards in hand.

Card Replacements

Wrath The change from v1.3 to v1.4 was Wrath to Harrison Jones. If the meta is less warlock heavy, perhaps the inclusion of one or two Wraths would serve better.

Starfire Haven't tried this, but Starfire could be a good mini Ultimate Infestation with Arcane Tyrant to accelerate card draw and another way to set your opponent to 15.