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Top100 Legend- Full Guide+ Video - FalconePunch55

  • Last updated Aug 1, 2015 (Blackrock Launch)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 8940
  • Dust Needed: Loading Collection
  • Created: 7/25/2015 (Blackrock Launch)
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It's not exciting, it's not original and it's not new. But it works. Always has done, and probably always will. 

Proof of Top 100 LegendI'm FalconePunch55. 9x Legend player for team AceBreakers. After spending almost the entire season trying to hit legend with Dragon Paladin0 last night I gave up and got it very quickly with this deck. I then proceeded to win 10 games in a row, eventually being gate-kept from top 100 by Kolento (all of this isavailable on demand, here- http://www.twitch.tv/falconepunch55/v/8512729 )

Do check out my stream at http://twitch.tv/falconepunch55 where I'll be playing this deck live every day for now!

If you'd rather not watch my play the deck while on stream, interacting with viewers- for your connivance, I have produced this edited down video- with me just talking about the plays. This video has me winning 3 games in a row- ending at Legend 92. https://www.youtube.com/watch?v=jxDxoLV5EWo

Now for the written guide. 

It's not rocket science to use Combo Druid, Many consider this one of the most auto-plotted decks in hearthstone. That being said, you still need to have some knowledge to win. One of the most important things to remember when playing this deck, is that it's still a Druid deck, and therefore, Ramp is still important. I will talk more about your mulligan below- but Wild Growth and Innervate are the most important cards in the deck (well, maybe except FoN and Savage Roar)  

Being one mana ahead of your opponent is a big deal. Being able to play your Doctor Boom when your opponent has just played a Loatheb is a great advantage to be in. But in order to be successful with this deck, you need to learn when the instant gratification of the extra mana (caused by innervate) is better than the long term gratification caused by Wild Growth. You also need to be able to work out when using a wild growth instead of a wrath will actually just get you killed. 

I can't just write down every single scenario and which is the correct decision to make, but hopefully I can show what you need to consider in order to make these decisions. Has the Hunter you're against played Leper Gnome turn one? You probably need to kill it straight away- you can always wild growth the turn after. Against Aggro- focus on clearing the board rather than ramping up UNLESS you have something exciting to play next turn. Maybe playing the coin wild growth would allow you to innervate out Druid of the Claw next turn... In that case, it might be worth it to completely shut that hunter down. 

Befor you make any decisions regarding Innervate and Wild growth, you need to look at your entire hand. It's common knowledge now that you DONT coin out wild growth unless you have a Shade to play on turn 2. But why is that? Coin Wild growth is a turn that gives you nothing on board. With no shade, you then have another turn that you can't play anything, and then after that turn- you can finally play a 4 drop. If you save the coin, wild growth on turn 2- then sure, you've still had two turns where you haven't done anything, but at least then you can coin out a 5 drop- and that can make a massive difference. You have to plan ahead. Ensure that innervating something out early is only done if you can continue to play other minions afterwards. For example, it's turn 4, and you might really want to innervate out that Sylvanas, instead of playing your plotted shredder. However, the following turn you have to play that shredder on turn 5... Instead of innervating out Doctor Boom. You're now heavily off curve, and in a worse position. 

There are a few cards in which innervating them out is almost aways correct. These cards are- Shade of Naxxramas, Emperor Thaurissan and (often) Doctor Boom. 

Innervating out a shade on turn 1 is crazy. Often you won't play a card on turn 1, so putting that shade there, and then ignoring it for turns is such a great setup. Most classes can't deal with a shade that has been on the board right from the start, but still feel the need to play around it, by not putting down minions which it can trade favourably with. As you can see in my video above, I had a very fast game against a zoo who was not able to handle my two early shades. Similarly, double innervate into Emperor Thaurissan just wins the game most of the time. Most classes cannot deal with it until at least turn 3, and by then it has proc'd twice (essentially allowing you to innervate every card in your hand). This is really difficult for any class to come back from. 

A couple more quick notes. 1 Zombie Chow is sufficient as you will almost always start with a least one ramp card in your hand. But always keep it in the Mulligan. I run Harrison over Loatheb just because there are so many Warriors, Hunters (and quite a few rogues) on the Ladder at the moment. 

Cenarius has been working out really well for me. I used to use Rag, but he made some very bad decisions, causing me to miss out on legend a few times in a row, so he was cut from the deck and disenchanted in a fit of rage... Yeah.

Oh, and Ancient of Lore, as always, is the quiet MVP of the deck. Always ensuring that you have enough cards in your hand- but don't be afraid to use them to heal if your hand is sufficient! 

Finally- Mulligans. Mulliganing with this deck is really interesting, because sometimes with certain cards in your opening hand you'll do crazy things. I'll put class by class mulligans below, but it's worth noting that I will often keep Emperror Thaurissan in my hand if I also have an innervate but no Shade (but not against Aggro). If I have 2 innervates and a boom, I'll keep all three to make for a very unhappy opponent. 

Hunter: Against Hunter, you're really hoping it's face- as that's a significantly better matchup. Keep ALWAYS keep innervates (at least one, but two if you have something big in your hand to get out), zombie chow, wraths, and Keeper of the Grove. Keep swipe if you have a decent enough early game to stably survive until you need it. Keep Druid of the Claw if you have an innervate but no shade. Sometimes keep a wild growth, but only if you have something like a Zombie chow for early game, and something worth ramping into. 

Warlock: I dislike Handlock as a matchup. You can't exactly mulligan for it, as that would require you to keep BGH, which is dire in the early game against zoo. Always keep Keeper of the grove, as it's fantastic for dealing with Knife Jugglers and Twilight Drakes. Also keep Zombie Chow innervate, wild growth, wrath and Shade IF second with wild growth or with innervate. 

Against everything else, I believe, the mulligan is pretty simple. Just keep the innervates, Zombie Chows, Wild Growths Wraths, and Shade of Naxx (again, as long as you have a good way of getting it out early.) Against Mage you also want to keep the keeper of the grove for sorcerers apprentice, and in the mirror you NEED the ramp cards. A druid has no way of dealing with a turn 1 shade, and is severely punished if they fall behind on total mana crystals. 

Thanks for reading guys! If anyone has any questions or anything else they would like to see, leave a comment, or stop by the stream. Once again, I stream to http://twitch.tv/falconepunch55 every day at 6pm BST. I'm going to start stat tracking with this deck tonight, and if this guide gets enough likes and stuff, I'll expand upon it and add my statistics.