Savage Druid [Updated]
- Last updated Aug 14, 2015 (Blackrock Launch)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Theorycraft
- Deck Archetype: Unknown
- Crafting Cost: 5060
- Dust Needed: Loading Collection
- Created: 7/29/2015 (Blackrock Launch)
- ShadowsOfSense
- Registered User
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- 26
- 107
- 530
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Battle Tag:
Sensi#21917
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Region:
EU
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Total Deck Rating
3186
The basic idea of this deck is to try and get off a large combo resulting in buffing your Attack to insane levels. Savagery is there for large board clear and Ironbeak Owl is to remove some Taunt that might hinder a direct assault to the face.
Your major combo would be Turn 10 Savage Combatant, Garrison Commander and Double Hero Power for 6 Attack hits (8 if you have Justicar Trueheart active).
Force of Nature + Savage Roar is a safety net combo, and also allows you to get more value from cards like Haunted Creeper.
Update 1: King Mukla has been ousted for the likely more consistent Living Roots, which has pretty good Savage Roar and Power of the Wild synergy, along with being a good bit of early game removal. While Mukla is fun, I recognise that this is a Hero Power based deck, not a full on Beast Druid, so he isn't necessary.
Update 2: Following on from some fantastic community feedback, 1 Bite and 1 Druid of the Fang have been removed in favour of another Living Roots and a Blingtron 3000. While Bite does seem to be a fantastic idea in a Savage Druid deck, it pales in comparison to the potential that Blingtron 3000 offers in the weapons it gives - Savagery on a Gorehowl? Don't mind if I do! The Druid of the Fang was swapped for another Living Roots, pushing it more towards a Token Druid style of play than a Beast Druid, which seems to make the most sense with cards like Savage Roar.
Update 3: Aha! With the brand new card drops from today, the last Druid of the Fang has finally been dropped in favour of the much better (and un-Big Game Hunter-able) Knight of the Wild. I think this card is just overall a better addition to the deck, and is more consistent.
I think this deck really has potential. A lot of strong early game minions and a ton of burst damage
I think you need some type of mid game card draw though...maybe nourish?
Yeah, it is lacking card draw, but I was hoping to wait it out and see if we get some sort of Inspire based draw mechanic in TGT. Barring that, I think Cult Master might be good, due to Haunted Creeper. Nourish just feels a tad too weak.
nourish is slow, especially for a deck like this...just not sure what else there is...Loot Hoarder?
Nexus-Champion Saraad is the best we got right now, but is still really good.