[Tempo/Control] Spare Part Druid - New Archetype
- Last updated Nov 27, 2014 (Naxx Launch)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3940
- Dust Needed: Loading Collection
- Created: 11/21/2014 (Naxx Launch)
- VeiledSyn
- Registered User
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- 18
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- 29
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Battle Tag:
VeiledSyn#1435
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Region:
US
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Total Deck Rating
493
This is a new build and deck archetype that I have put together, it looks quite interesting and powerful. With all the new Spare Part cards, you can do a wide variety of things that are not normal to your class. This combines all the good parts of a Druid, used in a way you opponent won't expect.
Spare Parts : Armor Plating, Emergency Coolant, Finicky Cloakfield, Rusty Horn, Time Rewinder, Whirling Blades, and Reversing Switch.
This build gives you all you expect from the druid, your standard control and damage spells with your sturdy minions, but has the bonus effect of getting many different spare parts. You sacrifice very little for so much more control over the board and the ability to be less predictable.
You can use the Armor Plating and Whirling Blades to make very favorable trades that were once inefficient because you were either one damage off or your minion will now survive because of that extra health.
You can use Reversing Switch to bring that Sludge Belcher down to a 5/3 for an easier kill with a smaller minion, or to switch that Twilight Drake into a 9/4 and take him out with a Chillwind Yeti or a Swipe. (So many possibilities.)
You also have the Rusty Horn and Emergency Coolant for that extra bit of board control. Freeze that Giant so you have an extra turn to remove him. And force them to attack what YOU want them to with a cheap and easy taunt.
Finally the Finicky Cloakfield and the Time Rewinder. Get that very important minion hidden like the Auctioneer so next turn you can use it for sure. Then the Time Rewinder, use your Ancient of Lore/War, make a trade, take him back and use the battle-cry again.
The point is, that these Spare Parts bring so much more diversity and control to your game, that the druid just doesn't naturally have. Your opponent has no way of telling what you have coming out next.
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Ever since I saw the release of Spare Parts I wanted a deck that would make good use of them. After seeing the two new cards and how well druid would use them, I really wanted to put it into form.
EDIT (11/27): Made some small changes, the section down below holds true for the most part, but isn't updated.
Toshley isn't the greatest stat wise but it helps the build as a whole. It isn't kill-able easily by any single minion, while having enough attack to take out most minions in its range.
When it comes to the Mech-Bear-Cat, its a good minion itself. Probably getting 2 maybe 3 spare parts each, with 6 health, it should have decent survivability against 5 attack minions, downside being 7 attack is a target for BGH.
The Tinkertown Technician is a great card, a 4/4 + a spare part for 3 mana. Pretty solid value and with 8 mechs, many of them low costing, it shouldn't be too much of an issue.
Clockwork Gnome, a standard 2/1 for 1 but its real value comes with the Mechwarper making it a 0 cost 2/1 + spare part. It can also be one of the strongest turn 2 plays in the game. A 2/3 Mechwarper + 2x 2/1's + 2x Spare Parts.
Ancient of Lore, Druid of the Claw are great versatile minions on their own, but use a Finicky Cloakfield to stealth them while they rest for a turn, or the Time Rewinder to resummon them back to full health + get their battlecrys a second time.
Wrath, Starfall, Swipe, Mark of Nature - Great for maintaining tempo, while also giving options for almost any situation.
Force of Nature + Savage Roar x2, one free Savage Roar to help in mid game, and one extra to pair with Force of Nature for lethal.
Wild Growth and Innervate, helps to get your bigger creatures and combos out faster, even though this setup has a great mana curve for a druid.
EDIT: Added in Illidan Stormrage and Gadgetzan Auctioneer due to the fact you should accumulate over 10 spare parts in a game and these pair so well, potentially giving more benefit than the Ancient of War or Loatheb, but they are both valid substitutions.
As you can see, there is so much synergy in just these few cards, very cheap and efficient. This deck has potential to snowball early game, and even if not, late game is where the druid is most at home.
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As for substitutions, Auctioneer and Illidan Stormrage can be changed out for whatever tech you like, maybe second Ancient of Lore or [card]Loatheb[/card for more control.
A second copy of Starfall or Force of Nature could help with clearing out Aggro decks.
Harvest Golem could be subbed for Mark of Nature, for synergy with Mechwarper and Tinkertown Technician giving more early game presence.
Since this deck is a little more minion heavy an Enhance-o Mechano could be amazing, just not sure without testing.
This deck is just a prototype and an idea, untested, but I think it might be able to be decent, we will have to see the rest of the cards first.
Leave a comment and let me know what you think about this. Still thinking of an actual name for the deck, maybe something like FrankenDruid, since your sewing so many spare parts onto creatures, lol. ^.^ Enjoy.
Edit: Lowered mana curve and made some exchanges. Still think its missing something. Shouldn't be too much longer until release. After looking at your deck, I doubt without some very nice WildPyro/Mech-bear-cats that there probably won't be enough spare parts creators to make 2 Auctioneers and 2 Violet Teachers get a worthwhile amount. It's really hard to balance out part generation to part use without giving it a shot.
In all honesty this was just messing around, seeing how many spare parts to expect and what the mana curve would look like. Never expected it to be on the 'Top Decks List'. I can't make any valid plans until all the cards are released. Still 2-3 Druid class cards to be released and a ton of other mech and anti mech/deathrattle minions and spells to come.
Click below for all my TheoryCrafting ideas for this build, it's quite long.
In total 8 regular minions and 8 mechs, that's not bad options for Tinkertown. Especially since 6 of them are low cost, and Harvest Golem can often stick around for 2 turns.
And as for the one Auctioneer, unless you get really lucky your only going to get about 7-8 spare parts hitting late game, and it will take a while to get them + using a couple in mid game, making the auctioneer rather useless before turns 6-8. Two might be too slow, or not get efficient use.
Wild Pyros are a definite need though, they will get you those extra late game parts. With this addition, it might be worth removing Toshley for a better mana curve, and to makeup the parts loss with Mech-bear-cat.
I foresee the meta staying similar to where it's at regarding aggro decks (maybe even a bit faster) and the other classes becoming more midrange focused, so plenty of AoE is going to be much needed. Again, Wild Pyros will help.
A second force of nature would be nice, but in a deck like this, with quite a few 1-4 cost minions, you shouldn't really need a FoN much until late game, and you just need to dig for it, two is just too slow with the necessary inclusion of Mech-bear-cat, Tosley, AoL/W, and Illidan.
Illidan is the powerhouse I want end game to be setup for, but with his cost, and low health... it would be hard to play him before turn 9-10 in fear of getting knocked out, at least Violet teacher can help gain midgame control and not be insta-targeted for removal.
When all the cards are released, and we have found viable consistent ways to collect parts and synergies with all the new spells/minions, the deck will become more consistent, and less... as you stated 'gimmicky'. While the parts you receive are random, there are several ways to take advantage of them... Illidan, Violet Teacher, Auctioneer, Wild Pyro, Etc and also providing board flexibility.
I would take out Mark of Nature & Illidan and put in Violet teacher & Power of the Wild
Tinkertown Tech is really greedy because you only have 6 mechs...should definitely consider including the Teddy bears(I forgot the names) for early board control
You have a valid point, I feel that Illidan is the mid-late game powerhouse this deck needs to clear enemies and setup for win conditions, and by the time you can play him you should have several spare parts in hand. Violet teacher could be decent, giving more options earlier in the game.
I do like your suggestion of removing the Mark of Natures and instead adding in the 2 cost bears, this will give a stronger early game while also providing more mechs for Tinkertown Technician.
Edit: On second thought, Harvest Golems might be better, no taunt, but much more sticky.
It will require some testing to figure out what combinations really work, but in theory this should be pretty solid.
I like this deck concept. I'm excited to try a GvG token druid that incorporates Enhance-o Mechano, too
You should consider adding Mana Addict and Questing Adventurer (since you can grow it huge) and Wild Pyromancer (to trigger you bear cat and kill off small minions).
The Wild Pyro actually a very solid idea that I hadn't given much thought about. I feel that Questing Adventurer would be okay, but not too good in early game, thus depleting his actual value.
Definetely a deck worth trying.
How about adding Pyro:
1. Additional AOE for board clear
2. Triggers Bear-Cat
The cards are not out yet nor beta. How is this a top deck?
This deck is going to suffer from hardcore overdraw.
Toshley is not a mech, so the Mechwarper's ability doesn't affects it.
all in all, this is a good starting point for a mech-druid and i think that we'll see a rise :)
Thanks for the reply, fixed that oversight. None the less hes still a decent minion, takes out Sylvanas, Cairne, Belchers, etc while still living.
same premise, tinkertown is not a mech so no combo for 2 mana.