[Firebat] Druid Options Deck
- Last updated May 5, 2014 (Live Patch 5170)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 10680
- Dust Needed: Loading Collection
- Created: 3/15/2014 (Live Patch 4973)
- Firebat
- Registered User
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Total Deck Rating
628
If you just want to play the biggest cards in your hand and always slam crap down on the table then this is NOT the deck for you!
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Deck Stats
1st Place in Topdeck #12 3/18/2014
2nd Place in Friday Night Swiss 3/7/2014
Went from rank 2 and 1 star to Legend with only 1 loss
I'd like to explain some of the thought that went into this deck.
Why no Force of Nature + Savage Roar combo?
I personally hate not having options, and one of the easiest way to lose options is to play cards that do not have any effect/limited effect until they are used as a finisher or such. In my opinion Force of Nature is a terrible card by itself, and that's because I judge cards by how well the attribute to my board position. and for a kill spell it takes way too much mana to be worth it and cant be bottle necked by taunts. These clunky cards can sit in my hand and make me feel as if I would be better off without them because I'd have better options for board control. So I started experimenting with new ideas.
Why not the standard Ancient Watcher style
Because Ancient Watchers require you to run Defender of Argus, and Sunfury Protector. Which require you to also draw those cards to activate them, or the Keepers to activate them, but in most matchups I have to use my keepers to maintain board or silence their threats, so I dislike having 2 cards that need 4 specific cards to activate them. Instead of limiting myself to how I can play my cards I choose to use the old school mana acceleration Druid engine from season 2.
Wild Growth Timing Techniques
This is kind of hard to explain, but during the game you need to look at your hand and judge how much you need mana, what you can do with mana, and if that need is more that the need of cards. Wild Growth has 2 uses. Either draw a card at 10 or gain mana at the cost of 2 mana that turn. There are many cases where it is more important to get the card later than it is to get the mana now. The deck is focused around choices and how to use these cards that all can have immediate value, or can be saved for alternate values.
So if combos are clunky why are there combos in the deck list
These combo cards are cards that all still hold high value when played individually.
Mark of the Wild - Independently this card can be used against aggro to hold off a lot of annoying hunters or warlock aggro, it is really a great one of, that can almost always have an opportunity to be played. Unless, you are playing vs a deck like handlock that has a measurable number of threats then you know you are safe to save it for the removal combos.
Big Game Hunter - Although a lot of people don't link to drop this card by itself, it is actually on curve! a 4/2 is a 6 point 3 drop which is normal stats. Behind a druid of the claw it can usually trade up, and in the aggro matchups it can take down Animal Companion, Shield Bearer, and Void Walker, all of which can be annoying for the Harvest Golem to deal with.
Faceless Manipulator - In the aggro matchup you can faceless chargers like Doomgaurd, or Argent Commander which can help you stabilize board. And in the control matchups it is mostly saved for countering rag, or for pulling off one of your own deadly combos.
The Combos
- Mark of the wild enemy minion with 5 or 6 attack + Big Game Hunter
- Mark of the wild enemy minion + Black Knight
- Mark of the wild own minion + Faceless
Also note, at 10 mana Mark of the Wild Faceless and Big Game Hunter can all be played at the same time, so you can buff a minion up, copy it, then kill it.
Taking Advantage of New Changes - Because Tinkmaster is gone people will attempt to silence Ysera and ignore it, because the 12 health is simply not worth cutting through, so after it lives a turn: Mark of the Wild + Faceless on Ysera is GG almost every time. And most classes can't do anything to stop this as of now.
OK, this is a seriously wicked fun deck. I've done 5/7 at rank 10/9 with it so far. One of the losses was from REALLY bad draw. Starting Hand was Wrath, Mark, & Innervate. Drew into Innervate. Drew into another Wrath. And they didn't get much better :(
Regardless, other then that absurdly bad draw every other match was solid game. I nearly always have useful cards in my hands with options to deal with the board.
I don't have Black Knight or Cairne so I went with Windfury Harpy and another Azure Drake.
I'm going to try some games replacing Cairne and TBK with the Force Roar combo and see how that plays...
Could you please upload more videos on how to use this deck? I've been on a losing streak with it, perhaps I tend "to play the biggest cards in your hand and always slam crap down on the table". Especially it gets worse if I don't start with innervate + yeti. In the video you've shown you had a pretty decent starting hand, curious to see how you start otherwise.
Thanks for sharing.
I take my hat off to you! This deck is quite simply epic! I have now played 10 games won 9 and only lost 1 to a Hunter. I even beat control warrior with this twice, and for everyone that talks about struggling versus Hunter check this out!
As you can see im rank 4 so this deffentley preform at a high level. Thanks for sharing Firebat!
Terrible deck in the current meta with all the rush decks.
Its a solid deck, but the lack of taunts and heavy mana curve makes it unplayable imo.
How about Cenarius in there? Do you think we can find a spot for him?
I had my doubts because I haven't seen Wild Growth in many top tier Druid decks, but this deck is amazingly versatile (good against aggro and control decks). And Wild Growth works really, really well.
It's a good deck. Much better against control Warlocks, rather than Control Warriors (since Black Knight hits more often) but I feel that you need to fit Sylvanas somewhere in there. She is amazing currently in all control matchups, and she even works perfectly with Mark of the Wild.
Nice to see toolbox decks, so congratulations for the build. It sure is something I don't want to face with my Warrior deck, but I do like the games I have against such builds. Thanks for sharing.
This deck gets trounced by hunter and hunter is the most popular deck out there right now. Draw your own conclusions from that.
You're prob really bad at playing control decks, if you were "Trounced" By a hunter deck.
I played this deck with success from rank 3 to rank 1, i did have a hard time against hunters though
Just (edit) a piece of (edit) noob warlock proxy with this deck, thanks!
Edit: And TOTALLY dominated a control warrior, he had 45 health(armor+15) and i had 25 health, i finished game @ 25 health...lol I did 45 damage to him, he did ZERO to me. No joke.
if i dont have bloodmage or TBK, what can i substitute with?
Nice Deck!
I have trade both wild growth for 1 healing touch y and 1 earthen far seer and Ysera for Cenarius.
I'm currently at rank 8
Dropping the wild growths kind of defeats the purpose of playing this deck. You want them so you can ramp in to big, stupid things before your opponent has the mana to answer them.
I was skeptical about this deck, because it didn't look like it had enough card draw to make the ramp strategy work, but boy was I wrong. While it can eventually run out of gas if you don't draw into any card draw, it usually has enough to dominate the board and win the game before it matters. I find that I'm able to consistently power out a fair early Ancient of Lore and restock my hand enough.
Glad you like it :) and I tried my best to make it as consistent as possible with the ramping while still having the combos I believe to be key for the meta. I will eventually be releasing the math that went into the curves to this deck! So keep an eye out for that, just really busy as of now.
BK is fairly needed in my opinion for the removal combo in some matchups. Because of druids lack of single target removal.
This deck is a clone of flood's druid deck, minus slight variations. Atleast own up to where you got the skeleton from dude.
There are not that many cards in this game, one can think of similar decks independently.
I got the skeleton of the ramp druid style from the original ramp druid deck which is not by Flood_. And I'm not sure who it is by, but I saw was reminded by it when I saw Team Dogehouse playing old school druid decks as they called them in the SeatStory Cup.