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)
- 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. Be sure to read most of the writeup, and leave any suggestions down below.
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 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 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 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.
This deck is very cool! I built it the other day and have played a handful of games with it. Overall I really like the flexibility of the spareparts and the way the mechs interact with one another.
However, I keep having issues with the Wild Pyromancers -- they tend to be a dead card or they kill off all the tokens making me think twice before casting spells. Whereas the spareparts are spells, I think this is counter intuitive of the decks mission. I am thinking of adding another Gadgetzen Auctioneer for card draw and a Wild Growth for added card draw and to help try and speed up the heavy mana curve of the deck.
Another thought would be working in the Anondized Bear Cub because the early taunter could protect the Mechwarper which really speeds up the game in some situations.
Please let me know what you think! Thanks
I think you're over concentrating on Spare Parts synergy when you should be concentrating on Gadgetzaan synergy, what makes Miracle Druid so powerful is the T10 Gadgetzaan, Wild Growth draw engine where the added Spare Parts are just "gravy" to dig further into your deck for the Force/Savage combo. Your deck is so incredibly heavy at the 6 mana slot that you probably die repeatedly against aggro before you can do anything about it.
I do agree, this deck is far from perfect. The idea on a whole is great, but as you suggested, better card draw and less focus on spare parts is good idea.
Part of the issue is the GvG card fever everyone has, and recently I have felt it dissipate and am really starting to notice that while the cards look great, not all of them are worth putting in already good decks.
gazlowe looks like the shaper of the new meta..
Hi! I really like this deck and is pretty much what I was thinking for my druid when I started seeing the cards released. Good mix of token, miracle and mech. My only concern is with the 2X Wild Pyromancer. He has great synergy with Mech-Bear-Cat but counter synergy with all the tokens. I can see him sitting in hand with Bear-Cat taking up room while looking for the perfect time to play. I am also trying to work in Knife Juggler for some more token synergy, and thinking of replacing the last Druid of the Claw with one of the new Mech taunts to benefit from the mech bonuses (Arcane Nullifier X-21 ?) or other bonuses (Lil' Exorcist?). Also, I'm looking at maybe throwing in a Naturalize (it is a 1 cost spell after all) for late game hard removal. Or maybe even a Savagery since you can use it with hero power up on the Bear-Cat and it's a 1 cost spell. So many possibilities... love this deck! Excellent work VeiledSyn.
Thanks for the suggestions, I do agree Wild Pyro could be a bit of a dead card at times but... His role isn't mandatory on combining with Mech-bear-cat. At best, you can get a few spare parts from the combo with him. Second best, you take out 2-3 of the enemy's early game minions. Worst, hes a 3/2 that kills other x/3's.
I do like the Nullifier X-21, thinking of making a deck with all the minions with that effect, but a 2/5 taunt, compared to a 4/6 taunt, doesn't really seam worth it, plus the 5 mana slot is empty. Mechwarper won't generally last more than one turn, you will get to summon maybe 1-2 mechs. That's the only real mech to mech symmetry in the deck besides one Tinkertown Technician. Also keep in mind Gazlowe will be able to get you more mechs too.
Savagery... isn't worth the card slots, at least right now, maybe if there was Claw or such in the deck, but 1-2 card slots to do 1 damage, might as well put in Moonfire. This decks main mechanic is making the spare parts, but there comes a point when you switch from a mechanic to completely depending on a specific combo. Even without making spare parts, this deck still has its core cards to be good. If you start adding in Savagery and Naturalize, you might be weakening the deck as a whole. (But we won't really know until it can be tested)
Thanks again for your suggestions, I'll keep them in mind.
I agree with your opinion on Savagery, it is a waste of a card spot that could be used more efficiently. Still 50\50 on the Pyromancer. I'll try it with and without to see what has the better results. I'll also try it with and without the Druid of the Claw (TBH I've never made a Druid deck without including at least one... they are so versatile).
Another Suggestion would be to remove Malorne for Canarius since his special ability can seriously buff your tokens or at worst create a few new token to be buffed by SR on the next turn (plus a nice 5/8 body).
In any case, I'll try a bunch of different stuff tonight and report back.
Thanks for all the replies, I have high hopes for this. Saving a good portion of dust so I should be able to craft most of these when the update launches. And Priest4Eva, I really do want to include Illidan, could possibly sub him out for VT like you suggested, but hes another 6 mana minion, really can't afford anymore higher cost ones due to not running Wild Growth. But the VT's should be enough, lower cost which means you can use Spare Parts earlier in the game.