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Miracle Druid - Spare Part Tempo [GvG]

  • Last updated Dec 3, 2014 (Naxx Launch)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5700
  • Dust Needed: Loading Collection
  • Created: 11/30/2014 (Naxx Launch)
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  • Battle Tag:

    VeiledSyn#1435

  • Region:

    US

  • Total Deck Rating

    493

View 8 other Decks by VeiledSyn
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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. Be sure to read most of the writeup, and leave any suggestions down below.

Spare Parts: Armor PlatingEmergency CoolantFinicky CloakfieldRusty HornTime RewinderWhirling 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 theTime Rewinder, use your Ancient of Lore/War, make a trade, take him back and use the battle-cry again.

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How this deck works:

It is relatively straight forward in principal, but also much more complex due to the sheer amount of ways to use your cards. The main idea is using your numerous ways to obtain Spare Parts to control the board and also abuse Violet Teacher, Gadgetzan Auctioneer, and Gazlowe to maintain board control, card advantage, and minion creation due to your numerous 1 mana spells. Listed below is a short description of all the key cards and their uses.

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. I also believe that the deck is in a good spot mana curve wise, it has 15 cards being 3 mana or less.

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When it comes to the Mech-Bear-Cat, its a good minion itself. Probably getting 2 maybe 3 spare parts each, especially combined with Wild Pyromancer to possibly generate more than 4 Spare Parts per turn, with 6 health, it should have decent survivability against 5 attack minions, downside being 7 attack is a target for BGH.

Violet Teacher, Gadgetzan Auctioneer, Gazlowe - Besides the normal very sturdy Druid class minions, these 3 will give you a huge advantage, cheap and easy minions and card draw.

Malorne is just an amazing class minion, very strong and as long as he ins't silenced you will always have a minion to draw.

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 LoreDruid 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 and Swipe - Great for maintaining tempo, while also giving options for almost any situation.

Mechwarper This card just goes without saying, a very strong minion, and his effect gives all other mechs on the build extreme value.

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.

Innervate, helps to get your bigger creatures and combos out faster, even though this setup has a great mana curve for a Druid.

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.

Possible Substitutions I am considering:

Edit: Removed one Druid of the Claw for a Dark Wispers - Its a great all around card, can help with aggro in mid game and pairs well with Savage Roar, with the other option its a huge buff that can give you that little bit extra for Lethal. Either card works, this will just give more options, but a slightly harsher mana curve.

Illidan Stormrage - Could be an amazing powerhouse, but while trying to keep the mana curve fairly balanced he had to be cut, also is a bit slow and Druid already has many great late game minions

Toshley - While he does help gain more spare parts, between what is already in the deck and Mech-Bear-Cat + Wild Pyromancer, you should generate enough.

Wild Growth - While I would like to include 2 of these, its hard to find a place for them and with this deck but having some very sturdy early game minions, you shouldn't have an issue with mana.

These are just a few additional ideas, there are plenty of other cards that can be included.

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 This deck is just a prototype and an idea, untested, but I am sure this build will become viable and a very strong deck.

Leave a comment and let me know what you think about this. Be sure to leave a comment with suggestions if you have any.