Heal Druid w/ Crystal stag - Why the hell no?
- Last updated May 24, 2019 (RoS Rogue Nerfs)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Taunt Druid
- Crafting Cost: 10480
- Dust Needed: Loading Collection
- Created: 5/24/2019 (RoS Rogue Nerfs)
- GualaTheShaman
- Registered User
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Total Deck Rating
49
I just wanted to show a slightly different version of the most common list (https://www.hearthpwn.com/decks/1278174-refined-heal-druid-67-winrate-56w-28l) for this decktype that i think can help in various situations.
Basically, i removed Mind Control Tech and Zilliax and inserted 2x Crystal Stag, that was thought to be the epic card for this decktype but still is not finding lot of space in the meta. So, i want to explain why i think this can be a better choice in more situations.
Zilliax, although is really powerful and has some synergy thanks to healing, seems to me a little redundant: i think that there are already enough healing and taunts here. As for Mind Control Tech, it was inside just to deal with aggro decks, but the replacement does the same work, better.
In fact, swapping them out and placing the 2xCrystal Stag, to me has quite a lot of value: it's true that Predatory Instincts may draw them instead of the Witchwood Grizzly, but it's totally fine. In fact, having in your hand a card that can place 2x 4/8 with rush on the board at 5 mana, doesn't seem bad at all. Also, you can use Flobbidinous Floop transformed in it to have 2 more 3/4 with rush at 4 mana, meaning that at 9 mana you can place 2x 4/8 and 2x 3/4 on the board, all of them with rush. Very good boardclear and pretty high value to me.
Yeah, Witching Hour will then have the chance to resummon them instead of the grizzlies, and that's a little loss of power, but still having a 4/4 with rush at 3 mana is not that bad. And with an Archmage Vargoth on board you'll still have a chance to even get both.
As last thing, i placed them in because i felt like the other version of the deck was only relying on controlling the board, waiting for the Lucentbark and then copying it, making games a lot slower and too much conditioned (if the opponent is able to silence the Lucentbark before you can copy it you basically loose). This way instead you can pose some serious threats also early game and have a pretty decent boardclear, making the game a little funnier and more adaptive in my opinion.
Let me know if you decide to try it!
If you're going to run Crystal Stags you might want to consider running an extra Healing Touch for more reliable earlygame healing. I also would not overlook Splintergraft if I were you: sure, it's slow, but it has insane synergy with Stags and can serve as a backup for a silenced Lucentbark.
I get your point, i rarely find useful the extra Healing Touch because early game i usually end up with a decent amount of armor (except against hyper aggro decks). Instead, Splintergraft definitely has a point, you can't use him in every game and usually only if you are playing quite a stalled game, but maybe i'll try him (just have to understand what to swap it in for)