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C'Thuid

  • Last updated May 11, 2016 (Old Gods)
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Wild

  • 23 Minions
  • 7 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: C'Thun Druid
  • Crafting Cost: 4880
  • Dust Needed: Loading Collection
  • Created: 3/15/2016 (Explorers)
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  • Battle Tag:

    Sensi#21917

  • Region:

    EU

  • Total Deck Rating

    3186

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An example of what a C'Thun Druid might look like.

The Plan

All right, this deck has changed a lot over the time that I've played it. Right now it's sitting at a sort of Midrange style, where you're usually dropping some good minions on curve. The plan is to simply buff your C'Thun while controlling the board. At the time you think is most optimal, you drop C'Thun - don't hesitate looking to drop it for a kill, if you need to drop it at 12/12 that's perfectly fine.

Some cards in the list are a little unconventional as far as C'Thuid decks go - Mark of the Wild isn't often run, but I find it's really helpful to have face protection against aggro decks, and Klaxxi Amber-Weaver is the perfect target - this is also why we have Sunfury Protector in the deck. The extra taunts also help to make up for the lack of Ancient of War.


 Card Substitutions

For the most part, these substitutions should work well, as they either cover the function of the card or are of a similar mana cost and are just generally good cards. I haven't included substitutions for cards that I think are core to this particular deck, like Mark of the Wild - if you want something in place of them, you're better off looking at a different C'Thuid list, because this deck is built around a specific playstyle that Mark of the Wild works well with.

Shifter Zerus -> Living Roots, Raven Idol, Wrath, Forbidden Ancient
Brann Bronzebeard -> Fandral Staghelm
Twin Emperor Vek'lor -> Ancient of War
Crazed Worshipper -> Druid of the Claw
Doomcaller -> Ancient of War, Sylvanas Windrunner, Ragnaros the Firelord
Sunfury Protector -> Living Roots, Raven Idol, WrathDarnassus Aspirant


Latest Update (11/05/16): Removed Emperor Thaurissan, added 1 Doomcaller. As much as I love to dream, the Brann Bronzebeard and C'Thun combo is just far too unrealistic, and Thaurissan doesn't do enough by himself in my play experience. Doomcaller is very helpful in the longer Control games to get you another C'Thun to kill your opponent with, and the body itself is pretty great.


 Update (27/04/2016): Removed 2 Forbidden Ancient, Added Shifter Zerus and Disciple of C'Thun. Remember how hyped I was for Forbidden Ancient? Yeah, that card is really not very good, at least in constructed. The versatility doesn't make up for the subpar stats at each mana cost, exacerbated by the fact that everyone and their mother is playing C'Thun decks right now, which have minions with just a stat too much for Forbidden Ancient to trade with at practically every mana cost. Now, Shifter Zerus, while being more random, will often give you a better card to play when you need it, and can even help buff C'Thun in unexpected ways - it's a long shot, but I managed to get a Blade of C'Thun from it in a practice game! Disciple of C'Thun is just an all around great card, glad to add another to the deck.


 Update (21/04/2016): Removed Raven Idol, 2 Living Roots and 2 Druid of the Claw. Added 1 Twin Emperor Vek'lor, 1 Disciple of C'Thun, 1 Crazed Worshipper and 2 Forbidden Ancient. Damn, that card dump was wild. There's a lot of other classes I want to try out now as well, so expect to see some more decks in the future. Right now though, I've removed the 3 1 drops we had in favour of 2 1 drops that can also work well lategame, and can be silence targets (or Taunt targets for ourselves). In addition, the Druid of the Claws were cut to help make room for a Crazed Worshipper, who has almost the same stats as Taunt form and buffs C'Thun, and the Twin Emperor, who has the same stats and the potential to summon a second copy, with the caveat that you have to play it a bit later. The Disciple is there to provide another option in the 3 drop slot, and cover for the removal of Living Roots.

Changelog prior to full set release

Update 16/03/2016: Added 2 C'Thun's Chosens, removed Hogger, Doom of Elwynn and Mounted Raptor. Hogger was more of a fun card than a card that fit the deck, and Mounted Raptor was really just a filler card. C'Thun's Chosen may end up being just as sticky a minion, but it also has the Battlecry effect.


Update 31/03/2016: Added 1 Skeram Cultist, removed Mark of Nature. Mark of Nature has traditionally not been very good in constructed play, and I'm interested to see how well a later game C'Thun card would work. If anything, it might be a target to soak Big Game Hunter - assuming it isn't reworked in some way that it isn't played or doesn't have the same effect, of course.


Update 08/04/2016: Added 2 Mire Keeper, removed 1 Darnassus Aspirant and 1 Living Roots. I was very unsure about what to remove for these, but eventually decided to push the deck further mid-lategame. This will likely mean that the mulligan is a bit trickier, but Innervate has always been useful to help Druid push through.


Update 16/04/2016: Added 2nd Living Roots back in and 1 Sunfury Protector, removed Darnassus Aspirant and 1 Defender of Argus. Some changes to help the earlygame of the deck, by offering a backup 2 drop that also functions as giving Taunt to those Klaxxi Amber-Weavers. Interestingly, this may be better against Priests, because it prevents them from moving into Shadow Word: Death range. Thanks for the helpful comments, can't wait 'til the set is released and I can try this out and make adjustments.


Update 17/04/2016: Added 2 Dark Arakkoa, removed Skeram Cultist and Defender of Argus. Damn, what a card to come back to. Incredibly reasonable - in fact, fantastic stats for a 6 mana Taunt minion, and it buffs your C'Thun as well? Goodbye Skeram Cultist, you are no longer needed. Defender of Argus can also be dropped, as the less necessary of the many 4 drops in the deck. The curve has crept higher again, but if any class can pull that off it would be Druid.

As a side note, some quality of life updates have been made to the look of the guide, and with the expansion creeping closer to release I'm planning on giving the list a full look over and expanding on reasoning for each card - at this point these updates will probably be put in a spoiler, especially when I actually change the deck from a Theroycraft to an actual - Midrange? Control? - deck.


Update 20/04/2016: Added 2 Azure Drake, removed 2 Ancient of Lore. Welp, that was an easy change, and now everyone who wanted Azure Drake's in the deck is happy =P. That Lore nerf maybe isn't awful, but for this deck Azure Drake just became the better card to pick, I think. Same function, but cheaper and with Spell Damage.


 Let me know what you think, and any suggestions for changing it up are much appreciated.