Easy Legend
- Last updated Jun 13, 2014 (Live Patch 5506)
- Edit
- |
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
-
- 5
- 8
- 19
-
Battle Tag:
Alumni#1683
-
Region:
N/A
-
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
*****************************************************************************************************
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.
***************************************************************************************************
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.
********************************************************************************************************************
*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.
*******************************************************************************************************************
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
why sunwalker?
I am on a huge winstreak with this deck, i'm going to try and hit legendary today (i'm a dreamer). I'm missing 4 cards and here's what i replaced with
1. Ancient of War -> Iron-bark Protector: Personally i didn't have either of the suggested two, so I disenchanted a few wisps and a golden cold oracle to make one, and replaced the other with an ironbark, which is pretty similar most of the time. War is a little better because it makes it harder for damage based removal to kill (fireball, starfall, etc) but occasionally the next damage with ironbark can be nice too.
2. Rag-> Iron bark: This one hurt a bit, but i think iron bark is acceptable here and still a very good card.
3. Big game and bloodmage thal -> Twilight Drake+ Defender of Argus. I found myself with 8+ cards consistently with this deck, and the ability to combo these two cards together is a great way to insure a long game. Argus has saved me number of times but i often find it is wasted, and im thinking i may do better with another twilight drake, or perhaps an azure drake. Any comments on this selection??
Iron barks are good replacements, you just have to be aware they are easier to be targeted by BGH. As far as having a defender of argus, i feel that card isnt necessary in this type of deck with the taunts that you already have. Because you don't have bloodmage i would instead put in a pyro or geomancer so that you can clear the board easier with swipes.
Great suggestion, i'll add a pyro now.
What do you think about harvest gol? i feel like an early early game 3 drop could help manage some aggro, and might also make a good replacement. I find bad draws can lead too a hopeless early game on rare occasions, and a harvest might help
Great suggestion, i'll add a pyro now.
What do you think about harvest gol? i feel like an early early game 3 drop could help manage some aggro, and might also make a good replacement. I find bad draws can lead too a hopeless early game on rare occasions, and a harvest might help
Please Help!! When author says "Wild Growth : This is a great card to mulligan for control matchups"
does poster not understand what mulligan means, or is he actually intending to suggest that we should throw these cards away early game?
"A Mulligan, in a game, happens when a player gets a second chance to perform a certain move or action" mulligan card means replace card. I think authors understanding of definition is reversed, or my understand of good early game cards is reversed. Shouldn't it read " "Wild Growth: Never mulligan this card"
Either way i love the deck
He's saying to mulligan for them....
sorry for the miscommunication. But yes you mullligan FOR them
Thanks for keeping this keep up to date, and for your guide.
i dont understand how this deck does well against zoo you just lose the first 4 turns
This deck is swag
Probably i'm playing it wrong, but i follow the advice you said and i'm loosing against every hunter i play ... this deck is supposed to beat hunter deck and they all rolled face me easy each time ....
You said they have only 2 hunter mark, but you forget that they have 2 steady shot too ... always loosing, its frustrating ....
I believe this deck can easily beat that deck or at least the core design of this particular deck. No cc's..No heals..No card draw. This is experience from hundreds of games playing in the current meta. This is the best rush deck for the pally class and other classes might do it even better. I steamrolled this druid deck more than once and in a row with this current pally deck. You can do the most incredible surprise damage that even you couldn't predict could happen. You can top deck 20 damage on turn 5 or just have that ready. The only issue is taunts get through them and all it takes is 2 or 3 big punches.
That is the core of the build is to concentrate your damage to one attack and then forget about it after its done. Only to recharge again to do the same thing before they can react accordingly. They will be forced to use aoe cc's and big spells on your 1-2 minions and not your face. Too bad there is no giant card where if you have a certain life on a certain turn he cost less or has huge attack or gains abilities each turn you have 30 life. Anyway, I implore others to test it out and see where it fails.
Hey CornPuff i was wondering what is ur battle.net because i have a lot of question i want to ask you about this deck
Loving this deck. The versatility of being able to heal up my taunters Ancient of Lore is a nice touch. It is a little RNG heavy, and against zoo another AoE might be nice, but overall a very strong deck.
Against some zoo decks with some of my draws, I have found it hard to control the board. I also have found that Mark of Nature both curves better with this deck and makes more sense than Mark of the Wild, as getting big taunts is more important than the +2dmg. You may lose +1 on the exchange for value, but IMO it is worth it. **Update** after playing for a bit, I have added the MotW back into the deck. They are useful when coupled with Innervate, but I still feel keeping the MoN in the deck has its uses.
Also, I decided to replace the Yeti with Starfall to avoid my AoE problems. Yeti just seemed like an unusual fit for the theme of this deck (granted, he is a value 4 drop that parses well with MotW if you are on the coin, but I think from a curve standpoint the KotG turn 2 + MoN turn 3 is less dependent on the Coin and actually more effective against the current meta, as you are almost guaranteed to kill something when KotG comes out). **Update** I removed the Starfall as it wasn't hitting the curve the way that my math originally showed. I added back in 1 MoN and also replaced BGH with a 2nd MoN because BGH isn't seeing much action in the current meta.
I am being utterly CRUSHED by control pally. I have no idea what to do lol. Any help?
Control pally's shouldn't be much of a problem. I haven't really faced many, but make sure you play around equality. Much like hunters you don't want to throw away your big taunts to them because they have some easy removal with equality/hunters mark. You want to play around those cards and feed them your smaller taunts first and then save your large taunts for when the paladins wont be able to remove them.
I'm definitely doing this since I used to main control pally. But they seem to have an answer for every creature I play. i did beat one, so i'm 1-2 vs them. Maybe I just need some more games vs them. Pally is pretty rare on the ladder lol.
This deck sucks, loses to zoo, loses to handlock. Have shit to play for 4 turns. By then, zoo has you down to 10 hp, Crap.
I love this deck! I've been mainly a druid player since I started playing HS back in beta. I've always loved their big fatty creatures and how versatile some can be. I've gone through many iterations of playing the class from Strifecro's watcher druid to my own early attempts at board control, but none ever really felt right. Something was always clunky, but I never could figure out what I disliked from them until I tried this deck. I think eliminating all the 2 - 3 drop creatures and ramping straight to 4 just feels so right for this class. I don't have much else to add other than great job and thanks!