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)
- spikemcfang
- Registered User
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- 3
- 9
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Battle Tag:
N/A
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Region:
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Total Deck Rating
10
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.
- Nat Pagle
- 1x Naturalize
- 2x Kobold Geomancer
+ Sylvanas Windrunner
+ Ragnaros the Firelord
+ Azure Drake
+ Bloodmage Thalnos
This deck is pre-patch. It seems ok...but it isn't quite as competitive any more compared to others (see the Anti-Meta Druid deck as an example).
Any card options instead of legendaries?
A update to this deck would be great, with the changes the patch brought and all
I do not like Wild Growth what so ever in a Druid Deck. IMO it doesn't give you anything worth it and it's not quick enough ramp up and makes you waste not only a turn but a card. I would replace them with Savagery, Force of Nature, Bite or Claw.
(edit I'm a 75% win rate 1 star Master and a former MTG Pro, but I limit myself to 1 hour a day to not get burned out so this is my opinion on why I don't like Wild Growth)
For this version of the deck I found Wild Growth really helped my ramp and it worked with the deck, but been tweaking it since then and added in the melee spells (bite/savagery) and made a few other adjustments and it works well too.
Awesome I see you dropped Wild Growth. Good man. Your deck is now very similar to mine with a few exceptions. I myself have came to the conclusion to add 2 Faerie Dragons to almost every deck I play now.
Very very solid deck.
Watching this deck on RobSimpson's steam and so far it has gone undefeated. Great brew.
Druids are powerrrrrrrrrrrrrrrrrrrrrrrrrr