Easy Legend
- Last updated Jun 13, 2014 (Live Patch 5506)
- Edit
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 9060
- Dust Needed: Loading Collection
- Created: 4/19/2014 (Live Patch 5170)
- CornPuff
- Registered User
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- 5
- 8
- 19
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Battle Tag:
Alumni#1683
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Region:
N/A
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Total Deck Rating
479
**Updated 4/21 with some Card Explanations and Matchup Guides**
**Updated 4/22 with a little more Hunter Matchup Explanation**
**Updated 5/1 with optional tweaks**
**Updated 5/2 with stream link**
**Updated 6/13 with link to updated version of deck**
Hey everyone, sorry I've been absent from updating for awhile. Many of you have been asking for the updated version of the deck that I currently use and below is the link to that deck. I hope you all enjoy it and as always ask any questions, I will be around again to answer all the questions I can to help you guys reach legend (:
http://www.hearthpwn.com/decks/63104-easy-legend-2-0
I have just started to try a little bit of streaming today. It's mostly a test and I will see where it takes me in the future. But if you'd like to see how i play this deck here's my link to my stream:
http://www.twitch.tv/cornpuff
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Update of Deck 5/1
Towards the end of last season I did a lot of deck testing, subbing in and out cards with this deck. This is an updated version of the deck which I am using to ladder with at the start of this season. So far I'm 8-1 with the deck this season and seeing both upsides and downsides to this version.
-1 Cairne +1 Sylvannas : I feel sylvannas is a great legendary for a 6 drop that many decks will have to play around and run their cards into it to get rid of it. Also being able to taunt sylvannas with mark of the wild sometimes forces them to have to do this.
-1 Nourish +1 Sunwalker : I'm still not sure about this. Having one more sunwalker is awesome, but I feel sometimes I have a lack of card draw towards the end of games.
-1 Rag +1 Ancient of Lore : I felt rag was too random and often times caused too many yolo plays which would backfire. Ancient of Lore allows you to get a little more card draw after taking out nourish and allows you to heal vs those aggro decks.
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I didn't expect people to actually become interested in this deck, but with the amount of people complimenting the deck and also having questions I pushed out a little guide to help. Thanks Guys!!
Just reached legend with this deck. With aggro decks being popular current meta, this fades out decks such as handlock that usually can hard counter druid. With that being said this deck helps counter many aggro hunter and zoolock decks allowing you to reach legend easily (:
Get out your big taunts early with cards such as innervate, wild growth and nourish, making it hard for aggro decks to rush you down. Mark of wild is also perfect for survival to keep you alive long enough to start gaining board control with your taunts.
For going up against most decks I like to mulligan for wild growth, wrath, innervate (depending on the matchups) I like to also keep keeper of the grove in situations where it will be a good early removal card against zoo.
Mark of the Wild is a great card to use to buff up your kodo and other beefy cards. It's also used as a great removal if you have no other way to remove a card you can Mark of Wild+Black Knight combo, or Mark of Wild + BGH combo.
Here are a few card explanations:
First off, many of you may ask "Why no token or ancient watcher deck?" I feel many of these decks are too slow for the current aggro meta. Those decks rely on other cards to help synchronize each other and if you don't get them together your games become much tougher.
Innervate : Always mulligan for this card. It's almost the best in any match up to allow you to get early board advantage with a big minion.
Mark of the Wild : Great card to help stall games vs aggro and mid range hunters. If you're in a bad situation Mark of the Wild + The Black Knight combo can be very useful.
Wild Growth : This is a great card to mulligan for control matchups. This card will put you ahead and often times start throwing up those taunts that other control decks can't deal with earlier in the game.
Keeper of the Grove : Great card to mulligan for zoo match ups. One of my dream hands vs most zoolocks and aggro hunters is Innervate + Keeper of the Grove to get that early game removal and board control.
Healing Touch : One healing touch in your deck can be the difference of dying or living one more turn to finish off your opponent. I found this card has saved me many times.
Nourish : This is a great card to either get ahead in mana or gain card draw. At first I didn't really like this card, but after using it from rank 5 to legend I began to realize there are many situations where this card can actually put you ahead in the game.
Stampeding Kodo : This is by far one of my favorite cards in this meta. Removing those zoo and hunter cards with this card and then buffing it up with Mark of the Wild can put you really far ahead in a game.
Ancient of Lore : A great card for survival or card draw.
Ancient of War : These are your huge taunts that make it impossible for those aggro decks to get through. Always use these cards as taunts and never as a 10/5. Using Faceless Manipulator on these cards can overwhelm those aggro decks.
Matchup Explanations:
vs Zoolock: As I've described in card explanation a very good starting hand can be innervate with nice taunts, or innervate with keeper of the grove for some removal and board control. Wraths are also great cards to keep here.
vs Midrange Hunters: Innervates are obviously a top priority here again. Hunter is the most popular class currently and you need to remember they only have 2 hunters marks. With the amount of taunts this deck has you should easily gain board control. I've been asked how i deal with Savannah Highmane . It's very situational. You can taunt it and clear it with black knight, or BGH. Or if you have some board control you can kill it, drop a Bloodmage Thalnos and swipe the face to clean up the board. It's always dependent on what you have in your hand, but these are some moves I find that I do often. If you know the hunter has already used a Scavenging Hyena , silencing it with Keeper of the Grove is also a great option. Again, this deck has many taunts, you could even let your Ancient of War soak up some highmane damage and kill it next turn if you feel the hunter has no removal for it.
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*Updated Section* : I have received numerous questions about the hunter match up since it is the most common match up right now. Many of you have added me on battle.net asking questions about when to play certain cards etc. Keep in mind that the below strategies are only for hunter, and they are how I personally play which may not always work for everyone.
Question: A common question is asking when to innervate.
Answer: Never innervate into a giant taunt early in the game. This will most likely put you very far behind. You want to feed the hunters your smaller taunts to see how they handle them. They will most likely have to use hunters mark etc on these smaller taunts, making your larger taunts much more effective. Also, never innervate into a card if you aren't capable of making a play the next turn. If they remove the card without you having a play the next turn you will most likely lose the game.
Question: Another question I've received a few times is about how to play keeper of the grove.
Answer: I generally save them for hyenas, silencing savannahs or killing an early piggy animal companion. Never throw this card away on anything other than these unless you absolutely need to. A good strategy to make sure you have a keeper for savannahs is to also (if its relevant to how the board is) buff up their hyena by clearing their cards and then using BGH on their hyena. BGH isn't used for much in this matchup but i still wouldnt just throw it away either because it could be used on large hyenas or even a taunted savannah.
Question: What is a good opener vs hunters?
Answer: This is obviously very situational, but i believe hunters have a hard time dealing with an innervate into senjin on turn 2. If you have wrath in your hand and they play something that cant clear your senjin, you are going to be able to have a very good lead on the hunter.
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I hope these answers help some of you that have questions. If you guys have anymore questions let me know I'll be happy to update the guide with some answers.
I find that this decks toughest matchups are vs control warriors and handlocks. But like i've previously said with hunter being the top meta class, this has phased out many handlocks allowing druids to become a strong class in countering these aggro decks and ranking up quickly.
I'll make more matchup guides in the future, but I wanted to describe some of the more common matchups.
Any questions about cards I didn't explain or just how to use this deck and hit legend before the meta changes add Alumni#1683
Also, in additon to the comment below, to help grind through the mid ranks, i replaced bloodmage thal with a 2nd kodo. I am winning 80%+ right now and doing well against aggro and control
After playing 100+ games with this deck, i have a suggestion that i find really helpful: Healing Touch - A lot of super late game decks, not just druid, use a 3 drop heal (or armor) like healing touch to delay game and help survive. Even in lategame control decks this is pretty borderline, but quite a few pro's like it, and its a good addition if your midgame is weak. The thing is, this isn't really a hyper late game deck. You have a yeti, shildmastas, and kodos. Wrath, mark of the wild. These cards protect you from damage early on. I find this card, which is borderline in super lategame control decks, is simply not needed with a deck that has midrage this strong. I replaced this card for a druid of lore. A pyromancer, a yeti or a kodo are good replacements if your grinding through the middle/upper ranks. Ysera is also a good option if your rank 3+ as you start to face other powerful control decks but a druid of lore is never a bad replacement.
What is the best rank anyone could get with this deck ?
Oh goodness, I think I got to around Rank 12 using this deck?
I can see Ironbeak Owl as a decent substitution for The Black Knight.
-1 nourish -1 rag -1 bloodmage thalnos
+1 harrison jones (vs rogue/warrior) +1 blood knight +1 sunwalker
works like a charm, although I suspect that the original deck with rag is stronger but I don't have it
[edit: after playing a lot I changed the blood knight back to nourish]
very good deck, missing few cards and still doing great. Hopefully I can get them :D
PS: Owning huntards! haha
can attest for subbing the pyromancer in for bloodmage, he can definitely help clean up low health minions or divine shields, and slapping a mark of the wild on him ain't a bad deal either vs aggro.
Do you have any card replacement suggestions for getting a slightly improved edge over aggro? I find that grinding through the lower ranks since reset has been inefficient because either i play a control and stomp their face or i play an aggro and lose often. The deck is so good late game it seems a little overkill and for grinding a more defensive early game build would be a little better, and i could just switch to your above deck when i hit rank 5
I swappedStarfall in for Cairne Bloodhoof as it is a better card vs. Hunters which I am facing a lot of
Loving this deck so far! Just wondering though, do you think there is any room for Cenarius in here?
Mulligan
Very stong deck!!! bit intimidating at first as your starting hands are generally full of big numbers but the amount of times I've been on 10 mana with opponent on 30 and they just cant break the barrier taking me to a win! nice... one game I cruised 3 turns on 1 health before taking the game!
One change for me thou, I have no black knight so use Cenarius to great effect!
+rep
This deck is awesome bro. Atm got 9:1 in ranked, and the only thing that beat me was a control paladin with molten giant and the stuff (which is my favorite pally deck), so yeah, thanks a lot ! :D
At what rank ?
I can tell you from my personal experience that getting rag and carine in this deck is very helpful and two ancients of war are also very important. I think in terms of advice from 1-5 would be to use arena to farm the cards you need for the deck, but mainly to become accustomed to all the main decks in the metagame right now (midgame hunter, Zoo lock, the new hyper aggro mage, etc), and so when you start a match, you can usually narrow your opponent down to 1-2 different decks. From there, you can play AGAINST these decks. For example, i usually mullgian a yeti, or even a shieldmasta against a druid if im going 2nd, but almost never against a hunter. Understanding that you just need to play cards and make trades, even if they are bad trades, against an aggro. Conversely, the correct play against a control is often to play nothing and just shapeshift, saving your cards for cost efficient trades. If i hit turn 6 and have nothing to play except a black knight against a druid, i will certainly not play it. Against a zoo lock, i will play it every time. Another example: Keeper of the grove. Against a hunter or control, you need to save this card to use against big creatures like carine, against an aggro, its fine too use the 2 damage to get a kill. Wrath: Against a control, try to use the one damage to assist a kill and draw a card. Against an aggro, just do 3 damage and trade. Other than that, all i can think of is just try and get the cards because its very hard to hit legendary with this deck missing the legendary cards. A few of my personal tips:
Lets say you get a good first few turns against hunter and find yourself with 2 damaged 4-drops (yeti4-2and shildmasta3-1 on the field) starting turn 5. The hunter has nothing on the field and on his last turn just tapped to do 2 damage to your face. The hunter has 8 cards in his hand. You have only 4 cards,an (7)AoW, (4)a yeti, (1)bloodmage thal, and a (2)wrath. You have (5) mana. Many people would take one look at this situation and just play yeti and bllodmage thal, because they are good cards that total their entire mana pool. I think his is a disaster. With 8 cards in his hand and no play on turn 5, we can be fairly certain he is trying to combo you. Because, if nothing changes, your way ahead, there is no reason to play a 3rd and 4th minion. Your setting him up too play an 10-6 hyena and draw 4 cards, all so that you can have a little extra damage against him. By simply shapeshifting (you could even wrath your own minion for 1 if you wanted too, although probably not good because they are damaged) you keep your board lean and make a good hunter combo difficult. You build up cards and often force your opponent to either use release the hounds for 2 hounds, or to start playing creatures when he has a combo in his hand. If he does play minions, trade minions and cycle through, keeping no more than 2-3 of your own minions on the field at once. Remember that the longer this game goes, the worse it is for the hunter, so keep the board small and keep a strong combo impossible.
Learning how to draw out removal is very important. Keeper of lore, and mark of the wild are great for this. Throw a mark of the wild on your yeti on turn 6, hoping that your opponent hexes it, for example. If you can draw out 1-2 removals on medium strength cards mid-game and survive a few more turns you are certainly poised to win the game. As the guide suggests, unless your playing against a carddead aggro, a turn 5 innervate into AoW is usually a horrible mistake.
Missing most of the important cards I would suggest maybe trying another deck because this one won't perform the same without them.
Hey, I'm really loving this deck, but i think my mulligans might be wrong in a few situations. I have a few situations that give me problems:
I start my drawing a 7drop, 8drop, and one shieldmasta going first, or two 7 drops and one 8 drop and a shieldmasta going second. Should i mulligan the shildmasta also? How about if it's a yeti. Is this class dependant? I feel like, because this deck is top heavy, i should not be mulliganing shieldmasta or yeti here
I have drawn 2 marks of the wild and 1 8 drop going first. Should i also mulligan one of the marks? How about if i have 2 marks and 2 mulligans, going second? Is this class dependant?
I'm going first and i draw 1 mark of the wild, 1 wrath, and 1 wild growth. Do i mulligan any? I find it's pretty rare to draw a playable 2-4 in my first 2 draws. Should i mulligan one?
Thanks, i'm loving the deck
That's awesome. Glad to see this deck is really working out for someone. Im on NA
Looks very nice. Can't wait to try it out!