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Spike's McDruid Deck

  • Last updated Sep 5, 2013 (Beta Patch 3749)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 7120
  • Dust Needed: Loading Collection
  • Created: 8/23/2013 (Beta Patch 3664)
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  • Total Deck Rating

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View 3 other Decks by spikemcfang
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This is a variation of my spell power Druid Deck that has very fast ramp but enough early control to handle the popular spellrogue decks that have been cropping up on Ranked Ladder. I built this in response to a spellrogue deck that I was having trouble with at 3 star Master. It's a lot more balanced now and good against most match ups. My previous build was a lot more late game and greedy.

A lot of variations play well off of this. Enjoy!

Edit: I've updated the deck to the version that I'm currently running. I replaced the wild growths with more melee AOE options to help with early board clear and build-up and more pressure early on. I found that the deck was having trouble with really effective control/stall decks like Warrior and Priest (which you don't see much of at the higher levels as they're susceptible to rush decks) so this deck still works well in the meta, but that could change so I was trying to see how to even it out more.

I added Savagery and Bite, one Force of Nature (it's effectively a 6 damage spell spread out to targets of your choice) and a Nat Pagle for early draw, and BGH for additional late game removal (for when I've burned my Naturalizes and a Ragnaros is dropped). I also have two oozes to deal with weapon heavy decks.

I removed the ramp options as they were too easily countered with removal and I liked having options at every level. I took out the healing touch as two Bites effectively heal you for 8 anyways and removed the Nourish since I didn't need it for the Ramp and my deck drew decently well without the ramp cards in it.