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)
- Falcone
- Pro Player
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Country:
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Tournament Decks:
0
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Ladder Decks:
22
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Submitted By:
It's not exciting, it's not original and it's not new. But it works. Always has done, and probably always will.
I'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.
What do you think about Mulch? I'm thinking something like - Sylvanas, - Cenarius + 2 Mulch. Thoughts?
Combo Druid seems to be fitting great in the current meta. I'm 10-0 with this exact deck, went from rank 11 to 7 very easily, and against all kinds of decks. Harrison Jones is a life saver vs Hunter. And there isn't anything more satisfying than playing Emperor on turn 3 with the 2 pieces of the combo in your hand.
After playing this deck a decent amount I've found Cenarius to be awkward 90% of the time. For me, the best part of the card is putting 2x taunts up, and I may as well play a sludge if that's what I need. Currently testing a starfall in this slot, as the removal seems to be what this deck needs, and it's been effective against hunter/warlock/paladin zoo, as well as the mage matchups.
I can't for my life see how face hunter is a favorable matchup. Each time I've faced one, the just burn me down too fast. Despite aggressive mulligan, I'll be glad to end up with just one card below 5 cost.
Guys, any replace with Ancient of Lore I have 1x and Big Game Hunter?
Ancient of Lore is pretty hard to replace. Its too important for druid, since it draws or heals, which is extremely important.
You may play Nourish (for draw), Antique Healbot (for life), Starfall (for mass removal) or Ancient of War (big taunt minion)
Thx to combo and ramp it kinda always work, gj in writing a detailed guide for ppl new to druid or advanced to learn some possible new details *thumbs up
But... midrange? O.o
This I can agree with. :P
Why ramp to play off curve? Which is what you end up doing 99 percent of games...because the lack of early game requires you to play a minion AND use removal to catch up.
How do Druid decks that aren't so late-game focused do without wild growth? Decks that have multiple 1, 2, and 3 drops?
Why did you even bother to post this comment?
Here's the VERY FIRST line of the description:
Finally after pulling Cenarius and Force of Nature I can play Combo Druid!
I had to take a small amount of artistic license on my deck since I didn't have Harrison Jones, Big Game Hunter or a second Force of Nature and added in Starfall, Leeroy Jenkins, and a second Zombie Chow which is working out quite nicely for me. (With Leeroy actually making some of the finishing plays)
I love this deck, and the results that can come from it. Thanks Falcon!
You can even replace Harrison Jones with Acidic Swamp Ooze which basically does the same job.
I'm really liking this decklist. Mid-range druid is one of my favorite decks to play. Right from the beginning it's won me the first 3 games I played with it at rank 9. I wasn't sure about the double force of nature but it's made getting combo much much easier.
I think the harrison will really help the patron match-up as you get higher up the ladder. I'm going to try and get legend with this decklist next season.
I think the people having trouble just aren't experienced enough playing midrange/combo druid. So if you're having trouble practice it a bit and learn the in's and outs.
Thank you very much for a deck. I'm sorry to say it DOES NOT work on ranks 7-9. It just doesn't. This all works for rank 2-4 to Legend, I guess. Not from rank 8+ to Legend.
99% of decks I face are as follows: face hunter, face warlock, hand warlock, face (aggro) paladin. All of them tear this deck apart, except for those rare perfect mulligans.
Can you please make a deck to get CLOSE to Legend, not to get from Ranks 1-2-3 to Legend.
Thank you.
This isn't really true. Most value quick games at low ranks and play aggressive decks because of it. At ranks 7 and above things slow down dramaticaly. And by rank 5, the only terribads youll see are huntards (mainly mid range), face zoobots/zoolocks, and freeze mages.
You can tech for most of the terribads by lowering your mama curve and running double Kezan. Aggressive decks rely almost exclusively in tempo. Stealing a secret wins you back any tempo you lost by missing a drop, and since most of the classes you'll face in the early ranks will be using them, double kezan changes everything. Once at rank 7 you'll find it's a dead card in a little under half your match ups, but still necessary. At this point, remove one. Keep one until you face less huntards, less magetards, and Palatards.
Lastly, facers just don't understand value, tempo, or threats. You'll find that wrath is just too weak on the tempo side in the early ranks. Getting out a Druid of the Flame can help tremendously. Its very difficult to remove, and can substitute for a 5 drop later in the game, Allowing you to drop Loatheb, Harrison, or Sludge Belcher, AND a 5 attack minion on the same turn for 7 mana. Dropping 2 5-attack minions on turn 6, or even turn 5, is huge. With innervate, and a coin you can wild growth on your first and second turn, by the third turn you can drop 2 5-attack minions.
Freakin love this deck. The Force of Nature x Savage Roar Combo have secured wins for me the last 3 times I played this deck. mmmm MMM mmm!
no idea ... this deck loses to literally everything on the ladder its crazy.
Maybe its not the deck, but the player....
Any sub for shade?
Nope. Shades are a must in Druid decks.
I would like to know this also :)
edit: im slotting ysera in there just for funsies.