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The Great Wall of Druid

  • Last updated Mar 27, 2014 (Live Patch 4973)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 10400
  • Dust Needed: Loading Collection
  • Created: 3/26/2014 (Live Patch 4973)
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Hi all, and welcome once again to a DivineFromBehind Deck, The username is especially fitting here, as I often stabilize around 16-18 HP. =P

This deck is the culmination of many popular Druid decks found around the internet; but also reflects the tone of the current meta (deck created 3/25/14). Essentially, this deck focuses on playing large taunt minions and gaining card advantage through tough-to-kill taunts and efficient spells (Wrath, Swipe, etc.)

Look for an opening hand that consists of Wild Growth, Claw, Wrath, Innervate, and a large drop if you happen to catch Innervate. In the early stages of the game, simply look to control the board (as best as possible) with your hero power and Claw and Wrath, while dropping Wild Growth to set yourself up for the mid/late game. 

Mid game look to drop heavy taunts (Taz'Dingo, Sunwalker, or Druid of the Claw) to make your opponent trade 2 or 3 for 1. Continue to drop taunts every turn if necessary. Ancient of War is your best friend. How many silences can they have?

The answer is not enough. Like I said, KEEP DROPPING TAUNTS. Sunwalkers are amazing at regaining tempo after a rough early game (which you're likely to have with this deck). After 2 Sen'jin Shieldmastas, 2 Ancient of Wars, 2 Druid of the Claws, and 2 Sunwalkers you're still behind, well hey, we all have those games. 

But the beauty of Druid is that even if your opponent happens to take it to late game, you still pack Alexstrasza and Ragnaros the Firelord if needed. These legendaries round out the deck and provide a strong finisher, if needed. You can consider swapping Alexstrasza for Ysera or Deathwing. My most recent variation is running Deathwing actually.

Of course, everyone knows about the 14 dmg Force of Nature + Savage Roar combo, but I've opted to leave it out of this version. Frankly, it was too inconsistent for me, and I wanted to make a Druid deck that could churn out win after win. I'm not generally a fan of "one-ofs", but if you love the combo, play Force of Nature and Savage Roar instead of 2 Sen'jin Shieldmastas.

TL;DR: Play taunts, your enemy rams his minions into the taunts, you play more taunts, ... , profit.

As always, leave feedback in the comments section, and feel free to ask questions. My decks change every day, so I will update this as necessary! 

Changelog:

3/27/14: Removed 1 Starfall for 1 The Black Knight. Handlock remains a difficult matchup, so having another way to kill taunted Molten Giants or Mountain Giants has proven useful. Will update if I switch back!