Colma Mech Druid
- Last updated Feb 14, 2015 (Undertaker Nerf)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4840
- Dust Needed: Loading Collection
- Created: 2/12/2015 (Undertaker Nerf)
- user-9231873
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Total Deck Rating
1522
Introduction
Hey everyone, I used this deck exclusively to get from rank 15 to top 100 legend on the EU servers during season 11. What I like most about the deck is that it seems to have no terrible match ups, which is partly because of the class itself, druids are extremely versatile and able to change from defense to offense on the fly.
Why mech druid
Other classes seem to have more synergy with mechs on the surface, like the mage and their Blastmage or shaman and their Powermace. What druids have is an archetype that already benefits a lot from the deathrattle mechs, I’m talking about the double combo druid. On top of that they can get explosive starts thanks to Innervates as well as possibly the best finisher in the game in Force of Nature + Savage Roar. Everything just works.
This deck has a lot of card draw while cutting out the weaker mechs to avoid running out of steam. It is rare to run out of cards with this deck thanks to Ancient of Lore and Azure Drake. You could go all out and include even more cheap mechs but I think the deck would run out of cards before even turn 9 most of the time if it had a super aggressive curve as well as innervates.
Mulliganning
There are some cards you will always want to hold onto at least one of if you have them in your opening hand that is Innervate, Wild Growth, Mechwarper you should also keep one Spider Tank or Harvest Golem if you have them. If you have wild growth without the coin, you should hold onto a 4 drop like Mechanical Yeti or Piloted Shredder. Overall what you have to do is look at your hand and calculate a curve for yourself, try to fill out something for you to play on turn 2 and 3, if you have something you can play on those turns also keep something for turn 4. It is a bit more complicated than when playing other classes because Wild Growth and Innervate gives you more options.
Vs certain decks you want to have specific considerations. Like vs Hunters/Mages/Warlocks I will generally keep Wrath in my opening hand as well as Keeper of the grove simply because those cards are exceptionally helpful vs aggressive decks. I will also keep swipe against them if I already have something to play on turn 2.
Replacements
Dr. Boom can easily be replaced with a Mechanical Yeti, that is how I played the deck myself for a while until I noticed that fewer people were running Big Game Hunter nowadays.
Piloted Sky Golems can be replaced with Black Knight, Cairne or Spectral Knights.
I do not recommend replacing Force of Nature, but if you really have to replace one of them I would recommend a Mechanical Yeti or Spectral Knight.
Gameplan
As I usually say go for board control, so many decks benefit from having minions on the board. Like the rogue with their Tinker Oil or Zoo with their minion buffs. It is almost always correct to clear the board if you can, this is especially true because of the reach this deck has. You do not need to get much damage in if you can have a minion or two on board ready for a turn 9 combo play.
I cannot emphasize enough how important it is to think about your upcoming turns this is especially important when you’re dealing with innervates. Say you have The Coin, Innervate, Mechanical Yeti, Spider Tank, Azure Drake and Piloted Sky Golem. Now the best move is to pass on turn 1 even though you could play the Spider Tank or Yeti. That is because if you do that then you have no play for the next turn. Instead you can plan this
- Turn 2 - Innervate->Mechanical Yeti
- Turn 3 - Spider Tank
- Turn 4 - Coin->Azure Drake
Hopefully by then you will have more options for a good turn 5.
After turn 7 or so you can start to get a bit more greedy if you have the Force of Nature/Savage Roar combo in hand. Try to see if you can get him down to 14 if you can do it without too much of a risk to yourself. If it seems dangerous though continue to go for board control and be patient.
Thanks for reading this far, if you like the deck go ahead and show support by ranking it.
Video
The game that took me to legend for the season.
Playing some games at rank 2 during the climb.
How to play this against freeze mage?
Colma, I ive been playing this deck (got from 19-13 with no loses) save for 2 changes. Since im short on dust, I took out 1 Force of Nature and one Ancient of Lore and put in 2 Sludge Belcher, do you think this is a good trade off or would you recomend something else?
Sludge Belcher slows the deck down a little. Although I'm still able to run the Force of Nature, I would recommend something that speeds the deck up a little, such as a draw like Gnomish Inventor.
Replacements for ancient of lore?
I think, that you can replace it with Starfire
Changed Dr. Boom on Foe Reaper 4000 because of Big Game Hunter in every deck.
Great job mate!
Very strong deck, seemingly no bad match-ups and a ton of fun to play.
Dropped one Force for a second yeti and one sky golem for Sylvanas.
For what it's worth I saw a couple of comments asking if it was still viable. Granted it's the start of the season but just racked up a 6/7 game win streak (still going strong). No doubt this deck can make it to legend.
Love this deck, why only 1 Wild Growth though?
Hey Colma, are you still running this deck? Any tweaks/updates for the current meta? I hate that mech druid is getting no love now.
This deck is hilarious. I have been pushing an 80-85% winrate from rank 20 to 13. Just know when to play the combo and always keep innervate and low cost mechs in hand.
Good deck. I completed my daily five wins with druid without a loss.
i have not 1 Force of Nature, 1 Piloted Sky Golem, Dr. Boom, but i have ragnaros, cenarius.... So what should i do? HOW can i replace it?
Probably Rag for Dr. Boom, another Mechanical Yeti for Sky Golem and the you can choose either Cernarius or another spell (mark of the wild f.example) instead of Force Of Nature. :)
I don't the ability to make ancient of lores. Skip out on this deck or is it still usable without?
What can I use as substitutes for Piloted Sky Golem?
I'm not sure if you're trolling or just thick but the author clearly said "Piloted Sky Golems can be replaced with Black Knight, Cairne or Spectral Knights."
Replaced it with Sylvanas. Proofed pretty valuable to me, but if I had to choose, I'd take Spectral. :)
I have played a lot mech druids before and for some reason I prefer the version without Wraths with added creatures here and there like yettis. Yes, Azure drakes gives a lot of opportunities with Wrath, but most of the time drakes dies the first turn you put them on the board.
Have you tried to play without Wrath? I'm trying out Tinkers and Robo Cubs now.
Oh, and I swapped Loatheb for Belcher for another sticky minion that defends other mechs. Loatheb just feels kinda weak now against current aggro-meta.
I used this to format my Gazlowe Druid:
-1 Harvest Golem for +1 Tinkertown Technician
-2 Piloted Sky Golem for +1 Toshley and +1 Gazlowe
-1 Force of Nature for +1 Mech-Bear-Cat
A lot of fun, Try it out :) (let me know if you can think of any better subs)
I just would like to point out that if you know how to mulligan and fit a proper curve with this deck, it seems to have near perfect matchups. Really impressive list dude, thanks for sharing.