Hobo Druid - minion hyper aggro
- Last updated Jan 16, 2015 (GvG Launch)
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Wild
- 24 Minions
- 6 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1860
- Dust Needed: Loading Collection
- Created: 1/10/2015 (GvG Launch)
- user-18225491
- Registered User
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Battle Tag:
Treefolk#2749
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Region:
EU
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Total Deck Rating
81
Hello, my nick is Treefolk and I want to present you the oblivion. In the past (Season 1-5) I ran mostly freeze mage and miracle rogue, with nerfed miracle and warriors floaded meta unplayable freeze, I wanted to try out some aggro decks. Since I'm control player, all the credits and idea goes to friend of mine LadaB (#2387) whom plays aggro decks most of the times.
You may find my friend's version here: http://i.gyazo.com/da0aeaa0e800067864a13f1b4caf3c37.png
After a lot of tweaking, I wanted to share with you guys, hear some feedback and tell you, how to play this deck to it's full extend.
UPDATE 1: With provided feedback from you guys, I decidet to cut some cards to fit in more draw, owl and some more pure power (Ogre Brute)
- you can add Novice Engineer in place of Loot Hoarder as with this curve you can almost ALWAYS play card you will get from her in the same turn and Hobgoblin synergy :D if you do, replace last Undertaker with Leper/Clockwork Gnome
First off, we are talking abou hyper agressive deck here, Huntards stands no chance, altho we are still able to maintain strong buffed board midgame, as well resist boardclears with sticky minions.
PROS: +
- Budget deck (1840 dust), altho I have most of the legendaries, I chose not to put in any on purpose!
- Deck so agressive that you EASILY beats huntards.
- So agressive that most of control matchups are not THAT problematic
- This deck is VERY synergetic
- No natural Big Game Hunter/Shadow Word: Death target, also not really big Execute/Shield Slam/Humility/Aldor Peacekeeper/Siphon Soul etc. target
- Does not suffer as much as other decks from bordclear, may stabilize very quickly again
- Almost no spells, nothing that Loatheb/Troggs could really screw up hardly
- Divine shields
- Against other agressive decks, you can go later on and trade efficiently, your board is stronger every turn
- Does not rely on Hobgoblin solely
CONS: -
- May run out of steam really quickly if you don't get Jeeves
- Big taunts are problem (I may consider pushing in 1 Ironbeak Owl because of that
- No reach spells, no Swipe, nor boardclears (Starfall)
- Not many uses of spareparts, but we run just 3 generators (like Gazlowe);
sidenote:Finicky Cloakfield on Hobgoblin or Jeeves may be gamebreaking
- Without Jeeves you don't have any other card draw mechanism
Cards breakdown 1 by 1
Innervate: Amazing tempo gainer, allows us for Hobgoblin combos and emptying our hand when Jeeves is out, as well as bumping up our board with Power of the Wild
Argent Squire: Simply amazing card, arguably best 1 drop to buff up, needless to point out Hobgoblin synergy, AND stickiness that is really important for Savage Roar, trades up with any 1 drop and any 3/2. 2 drop, VERY good Mark of the Wild target on turn 2
Clockwork Gnome: Undertaker synergy, possibility of getting Finicky Cloackfield for Hobgoblin or Jeeves, any other spare part is also nice, 2/1 trades with 3/2. 2 drops, bing mech is good for Tinkertown Technician[/card
[card]Undertaker: Hobgoblin synergy + 6 deathrattle minions makes this card viable at any part of the game, I think this card is well known, so nothing else to point out
Mark of the Wild: Best targets: Argent Squire, Echoing Ooze,Imp Master, Annoy-o-Tron
Power of the Wild: on big board, very nice buff, never is a dead card, as you can just drop 3/2, also synergies with Echoing Ooze, and Haunted Creeper[/card
[card]Annoy-o-Tron: Hobgoblin synergy have amazing value here, as well as our other buff cards, protects our board, sets up for non-favorable trades for our opponent, is mech (Tinkertown Technician)
Echoing Ooze: Amazing synergies with whole deck, Hobgoblin, Knife Juggler, Savage Roar and all buff cards
Haunted Creeper: Same as Echoing Ooze, may allow you for very big tempo gain with 4x 2/2 spiders with Power of the Wild, allows us to have board for Savage Roar at any time, synergies well with Undertaker and Knife Juggler[/card
[card]Knife Juggler: With our very low curve, he is almost never dead card, don't be afraid to drop him on empty board if you don't have any better options, juggles don't win us game
Savage Roar: Nice finisher, and allows us to make some favorable trades, servs as our primary win condition on a full board, if you have 2 on your hand, you're up for some mess ^^
Harvest Golem: Both bodies are mech (Tinkertown Technician), is very sticky, allowing us to have board for Savage Roar and Power of the Wild as well, overall great value and good card/ Those are also reasons why I picked him over Spider Tank
Hobgoblin: Only running 1 copy, as you may win wihtout him easily, synergies with 12 minions, may turn some games around, worth keeping in your opening hand against slower decks, Two would be overkill, slowing you down in tempo and making your board weaker to combo clears and Brawl, makes almost half of our deck viable mid game
Imp Master: Simply amazing card, synergies with Hobgoblin, Savage Roar and Power of the Wild and Knife Juggler like probably nothing else (NOTE that imps are not buffed by Hobgoblin, altho you are getting more imps from +2 health)
Tinkertown Technician: Nothing special really, only running 1 off since we don't have many mechs and we don't NEED spare parts. Even if you have no mechs, 3/3 for 3 is ok, if you do, it pushes tempo even more, solid 3 drop
Enhance-o Mechano: makes strong board more resilient, more agressive and overall stronger, only running 1 as it's very nice to have him, but not our win condition, very good 4 drop for agressive minion-based decks
Jeeves: Butter for our already tasty bread. Easily drew me 9 cards over the game, note that this deck relies on Jeeves a lot, may be worth keeping in our opening hand. Also sinergies with Hobgoblin
SIDEBOARD:
sideboard contain possible cad swaps as meta changes and/or your playstyle vary
of course Ironbeak Owl and Acidic Swamp Ooze,
Dr. Boom (-dr boom have 2 mech deathrattle minions, as well lategame presence, so he may be considered, but that just gives our opponent BGH target),
Kel'Thuzad (- may be actually a good choice, as you have board most of the time, BUT sticks in hand when you want to Jeeves and may be a dead card),
Piloted Shredders (-overall fits in, just didn't find place for him myself)
Version with Shredders runs better with 1 Cogmaster instead of 1 Undertaker
Matchups breakdown:
Huntard:
Huntard: easily winable, as hunter goes for face, our deck may go for his with even better results, trust me, hunter is nowhere near as agressive, altho you HAVE to play around Explosive Trap. That being said, Unleas the Hounds is not that big of a deal, since our board is most of the time strong enought, and we have some taunt protections against Unleash the Skills. Hunter shouldn't be able to get to turn 6 and put Savannah Highmane, favorable matchup
Mech-Mage:
Mech-Mage: fairly even matchup, Goblin Blastmage is probably the biggest thread along with Flamestrike, still favors us, not him.Mechwarper is target No. 1, just kill it before he floads board more than you
Freeze/Control Mage:
Freeze/Control Mage: depends on draws of both opponents, you either rush him down very easily, or he wipes/stall your board till he gets Alex/Lethal; altho as game goes on, you can apply more and more pressure, worth to say that Freeze mage have weak early turns, where our deck shines
Quarter Paladin:
Quarter Paladin: Shouldn't be hard, your heropower gets rid of his, deathrattle AND divine shield minions are resilient against combo clear, if not, then you should be able to refill your board easily, try to protect Jeeves more than anything else, kill Knife Juggler and hope you will get your early so you can wipe out Mustarded Silver Hand Rectuits (from Muster for Battle), Also we run no answer to Tirion Fordring, 50/50
Divine Paladin:
Divine Paladin: Probaby unwinable, haven't played against him, gladly there are next to no divine paladins anymore
Priest:
Priest: Depends lot on draws, your board is vunerable against Shadow Word: Pain, Cabal Shadow Priest and Shadow Madness, altho those cards may give you even more space since they cost a lot of mana, and he hopefuly wastes Shadow Word: Pain early on, sill favorable matchup
Tempo Rogue:
Tempo Rogue: Blade Flurry may ruin your day, but divine shields may ruin his, this matchup depends a lot on your ability to sustain board early, as well as shut down his threats, overall still favorable matchup as long as they don't run 2x Blade Flurry and draw into lot of removals
Miracle/Teachers rogue:
Miracle/Teachers rogue: If he have no Antique Healbot, and you either kill him before he drops Sludge Belcher or deal with it, you should be able to rush him down before he drops his 1/1 tokens on table, Ragnaros the Firelord is more of a dead card in his hand, once again, Blade Flurry is biggest problem, if he have boosted weapon, consider holding on your cards, also care about Fan of Knives, as those rogues are likely to run them
Shaman:
Shaman: Shaman is seriously 50/50, you never know what that crazy guy runs, neither if you are dead next turn or not, but to be serious, most of his dangerous cards have Overload, which gives us good chance to maintain stronger tempo, as we should survive Lightning Storm to some extend and Fereal Spirit is joke card, best chance to win is to get good Innervate combo 1st turn
ZooLock:
ZooLock: Seriously depends on who gets more value and better draw, but as long as you are able to maintain good boardcontrol, you should be able to burn him down with Savage Roar, biggest problem is probably Imp-losion as we run noSwipe and Sea Giant since both of you are going to have big board
HandLock:
HandLock: Maintain good strong board early on, Hellfire and Shadowflame are not issue, since we have sticky board, taunted giants and drakes are, in generall, you can get powerful board early on even before he starts to drop his mountains on.
You need to know when to try to burn him down (to medigate Antique Healbots), and when to stay back and keep him on 15+ and then burn him down in single turn with Savage Roar
(Because of Molten Giants, Lord Jaraxxus, and/orAlexstrasza)
Wallet Warrior:
Wallet Warrior: As most of the aggro matchups are really bad, I have to say I don't have that big of an issue dealing with Warriors, they run low on taunts and you can chop down their armor early on, as well kill them later on with Savage Roar, Kill him before turn 9 or leave him at 15 and try to kill him in 1 turn, as with Handlock (reason =Alexstrasza)
Do NOT fill your board mindlessly, as you can lose to Brawl, keep eye out for Baron Geddon = try to keep your minions above 2 health
If you have any questions, recommandations, ideas etc. let me know in comments ! :)
Some funny pictures so you can see the possibilities
Hi, I already posted a comment about this deck with my slower druid build. Few weeks ago I decided to craft jeeves and try to build deck similar to your version. (I don't have mechano and I tried to build it based of my preferences, not just netdecking)
It's not best deck for ranked, but it can certainly works. It has good moment of surprise and it can rush opponent fast. It's probably not suited for high ranks, where are a lot of control/anti-aggro decks, but I'm trying it in ladder right now and so far I sometimes win, sometimes lose, sometimes winstreak and I tried it from 16-13 when playing quite casually. I'll probably switch decks in higher ranks, but I love this deck, because I really enjoy playing it and it's my favourite deck now.
Here is my current decklist, what do you think about it? I'm still not sure about everything, but I'm keeping it like that unless I got good replacement ideas, that will prove to work. http://2imgs.com/fb5b3e14c7
That's a good idea, unfortunately I don't have blood knight. Do you use your deck in ranked? I'm at rank 12 with that now, but I'll switch to some other deck soon. Control matchup like CW, ramp druid or other are almost unwinnable if they get a good start, unless I got even better start (For example I faced druid who t1 zombie chow t2 coin+shade t3 double innervate for ancient of lore followed by keeper and swipe. There was like no way I could win that)
Just unpacked my first Hobgoblin, can't wait to try this deck out!
my control warrior just lost to this on turn 4, hmm, my thanks.
I'm already up to 11 with the original build, looking forward trying it with the new changes!
since you're playing Undertaker and therefore a few deathrattle minions, you might want consider playing some more and add Baron Rivendare to the deck, since Baron also gets buffed from [card]Hobgoblin[/card]. otherwise, real fun deck! :)
Fun deck man, thanks for the concept.
I've modified it a bit (from the original version) and have the 2nd undertaker, a 2nd hobgoblin, an owl, no imp masters, no ogre brutes (that card is garbage in my opinion), only 1 argent squire, no loot hoarders and also put the 1 piloted shredder in there and have been doing well.
Kinda amusing how people think this deck doesn't work in ranked, I'm rank 1 and clean up because most people play hunter or druid on NA.
The King of Unranked deck
can you do a change about it without naxx card without huanted creeper. like more mech?
What rank have you been able to get this deck to?
I'm willing to try out an aggro druid deck I prefer shorter games.
This deck is pretty awesome! I love anything that can make certain unused cards really good!
Mulligans?
Correct me if i'm wrong but if I don't have Jeeves until turn 4 or if Opponent plays Belcher on Turn 5 this is auto loss, right?
I know this deck has a lot of upvotes and I did read the sideboard...
But please tell me what time of day you play because turn 5 = sludge belcher...
Sure it's fun to have something to play every turn and yes there is RNG involved, but this deck gets worked pretty hard by Priests, "Huntards" as you call them, Shaman, or any class with Sludge Belchers. It's fun, no question...but beyond a casual gimmick deck to get your daily done, it's pretty useless.
I'm not suggesting I haven't won a game with the deck, but as just stated...it's a gimmick deck at best that is completely shut down by a single sludge belcher.
i appreciate the reply but stand by what i wrote. in the rank 9-15 this deck is next to useless on the ladder. maybe you're higher rank and caught some people by surprise. maybe ive had the worst luck on mulligans. fact is people are playing a lot of annoy and sludge . this deck is hoping and praying for the perfect opener, the opponent got unlucky and that you get owl. way too many IFs and HOPES. Deck is fun but it's garbage.
Am loving this deck! I've made a few replacements that I'm testing: -2 Imp Master, -2 Knife Juggler, -2 argent squire, +2 cogmaster, +2 micromachine, +1 swipe, +1 soul of the forest.
Reasoning: There's enough mechs in the deck to warrant a cogmaster, and it provides an early game tempo that (personally) feels better than the argent squire durability. The micromachine is a mech (so it procs the tinkertown and cogmasters) AND it procs hobgoblin (cuz it starts off at 1 attack), and proceeds to snowball if not dealt with. The swipe because eventually you're gonna need to remove those taunts that the opponent puts up. The soul of the forest because it makes boards incredibly sticky- most opponents start AOEing around that 4-5 mana time, so this is really useful. 2/2 treants are no joke- some of my post-AOED board full of treants was better than my original board LOL. In many cases, this has done Enhancomechano's job of making the board sticky even better (for same mana cost). Still kept the enhanco cuz it's a mech. As for the removal of the imp master- I just thought SOF and Swipe brought more value to the table, and the deck already had several 3 drops.
What do you think?
I subbed oneJeeves [/card] for one [card]young dragonhawk
if you can drop that turn 1 and a MOTW turn 2 its game over.
Great deck thanks for sharing ! :)
This deck is so fun to play and works really well! I started from Rank 15 and I'm currently 9-4 with this deck. I don't have Enhance-o Mechano so I substituted in Dark Wispers. The synergy with Knife Juggler is pretty good. Thanks for the deck!
since basically your whole deck is built around hobgoblin, why not put 2 copies in?
actually, I indeed only overflew your description, sorry for my ignorance :D
thanks for your thoughts, much appreciated.
anyway: your deck is called hobo druid, that implies that its the central idea of your deck, but apparently it isnt, which makes me wonder :P
if its not the hobo which makes the deck strong, it is basically a zoo deck. then again warlock zoo should be propably better than druid zoo