UPDATED [Easy Legend] Balance of Force
- Last updated May 27, 2014 (Live Patch 5506)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 11060
- Dust Needed: Loading Collection
- Created: 5/21/2014 (Live Patch 5435)
- user-15524420
- Registered User
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- 4
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Battle Tag:
Ryhart#1468
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Region:
N/A
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Total Deck Rating
113
DECK EDIT:One of the best things about this deck is that it can be modified to combat any version of the meta with ease. After a bunch of play testing I have made some changes that show better results. It seems that divine shield minions have declined over the past couple of weeks. I subbed out 1 Blood Knight for Leeroy Jenkins. This allows you to have a turn 7 burst damage combo of at least 10. This has had a huge impact on the playstyle of this deck. Also subbing out 2 Chillwind Yeti for 2 Sen'jin Shieldmasta has made facing zoo a breeze(It kinda pisses them off that they have to kill two of their minions haha). If you are not facing a lot of aggro decks, subbing out Wild Pyromancer for 1 Harvest Golem works extremely well. Enjoy!!!
This is the deck that was solely used to obtain legend rank. It counters the current meta pretty hard. If you have questions please ask but I do think the deck easy to figure out. I have decided to write a short guide on the card choices and few of the match up. Enjoy!!
Proof of legend status.
I found that most druids tend to run 1 Force of Nature and 1 Savage Roar. Most of the players in other classes know this also. By adding two of each it allows me to buff and regain tempo a little easier during the mid game. Since most people only expect 1 of each, they tend to not expect the turn 9 Force of Nature + Savage Roar combo. I wish I could hear them say "Didn't he already play those cards" as I hit for lethal while they were careless with their life :)
Cards Included:
Innervate2x and Wild Growth2x are obviously included because it allows you to bring out threats faster than your opponent can respond to, and vice versa help to control the tempo of the game at a faster pace. Wild Growth can also be huge late game because of the card draw it offers.
Wrath2x is a great removal that can also provide card draw. I found that I used it more for card draw than anything.
Savage Roar2x......As you can see I decided to include 2 because it would often times help me regain tempo mid game, and the other would be used as a turn 9 Force of Nature combo.
Keeper of the Grove2x.... I think it is obvious why he is in the deck
Force of Nature2x.... is a amazing card. I really love the turn 9 combo but sometimes found that I had to use to early to help regain tempo.....So I added another and primarily used it for removal. I found that it had much better value and allowed me to clear the board more often.
Ancient of Lore2x...I mostly used for card draw, but helped in a tight situation in case I needed life.
Cenarius.....A lot of people have decided to sub this out with ancient of war or starfall. I continue to use him because his ability either buffed my minion or the taunts allowed me to play the game out that extra turn I need to win.
Wild Pyromancer.....this tended to come in handy when I needed to slow down zoo. Druids tend to lack a lot of AOE. I found that Wild Pyromancer and Wraithwas often like having another swipe.
Big Game Hunter...this dude seemed to crush the dreams of most handlocks. enough said.
The Black Knight....With taunts everywhere, his value is huge in the meta right now. Save him until you absolutely need him though.
Stampeding Kodo....is amazing against the current meta. I can't count how many times I would bring him out and free kill a minion. He also has enough health to usually stay alive until next turn.
Blood Knight2x......I added these to purely to combat the meta. With the rise of the paladin class and Argent Squire literelly being everywhere, Divine shields are for the picking. There was only a few times that I didn't summon Blood Knight with more than 6/6 stats. That is huge value for 3 mana!!!
The other cards that I didn't mention obviously speak for themselves and need no explanation.
Muligan Strategy:
- Mulligan hard for Innervate, Wild Growth, Sen'jin Shieldmasta, Keeper of the Grove, Wrath,Druid of the Claw. If you are facing Zoo, I would shoot for a Wild Pyromancer+ Wrath combo and/or Swipe.
Any updates for Naxx on this awesome deck?
What would you take out here to put in Boodmage Thalnos? Why isn't BT already in here?
Are you updating this deck for season 3, or are these still the cards you use.
Like alot of other decks very vulnerable to aggro if you don't get the right cards.
Trying this out at the moment. Seems really versatile so far,
A ton of un needed legends. Druids do not need legends and very few epics, no matter the setup to do well in ranked. its just rng and card draw that slow druids down, figure a way to increase card draw like crazy and win no matter what and u can use all druid cards. I wreck people in arena with bullshit cards.
Nope, but druid is the only class, well me personally never really needed to look at other decks for ideas. I just looked at this one to see if it was something great with all its rep, its just a ton of legend and common knowledge combos.
You have no idea what you are talking about. This is one of the best druid decks out there, carefully designed to counter the current meta. It is very different from other druid decks. Absolutely not a "legend spam" and the "well known combos" you are talking about are required to win the game, Not to mention the fact that it was an innovation to use 2x FOn 2x savage roar. Why are rank 20 players so bitter that they don't have required legendaries to hit legend, while other players do?
Although some ideas found in the deck were invented earlier, I saw an almost similard deck on twitch before this deck was uploaded here and got popular and played it with great results, but this is the most polished version. The author deserves more respect!
Great deck. It's general theme has served me well and added tremendous burst to my game which I was sorely missing. I run this slight variation based on the cards I have, the cards I like, and whatever I'm feeling like on any particular day.
OUT: Sen'jin Shieldmasta x1- Blood Knight x1- Ancient of Lore x1- Wild Pyromancer x1- Cenarius × 1- Stampeding Kodo × 1- and Cairne Bloodhoof × 1.
IN: Ancient of War x1- Chillwind Yeti x1- Starfall x1- Bloodmage Thalnos × 1- Faceless Manipulator × 1- Sylvanas Windrunner × 1- Violet Teacher x1.
Everyone can see the positives and negatives in the variation so there is not much to try to explain in some profound rant. However, Druids have a unique mechanic that often comes into play which is the turn 10 Wild Growth. This must be exploited some how whether it be a Gadgetzan Auctioneer or in this case a Violet Teacher due to the Savage Roar ×2 . I have tried to like Violet Teacher over the past 9 months with very limited and situational success however, in this deck I have been filling up the board late game, with or without Force of Nature in my hand.
THX
I like the deck, but it seems to do so poorly vs aggro if you don't get a very good draw. Specifically, zoo. Counting my log, 17/26 games have been vs zoo today... sooo, not suited to today's rank 4-6 meta on NA I guess.
How well do you think this deck do vs handlock?
I have about a 90% win rate against hand lock with this deck playing at rank 7. 30% against zoo though
used this deck to get from rank 5 to 1 in two days i was stuck there since start of the season thanks man
As a Zoo player, this deck (or similar) usually isn't too much of a problem, but I don't think I've won against it with a well used Wild Pyromancer I'm always prepared for swipe/starfall, but the pyromancer gives it so much extra.
This deck is great. Thanks for the new updated list, I find Leeroy to be way better than the 2nd blood knight. Currently rank 3 and still climbing. Hopefully I can hit legend before reset!
Around rank 10, I see a lot of midrange shaman. I have a bit of trouble with them.
I run Leeroy in place of a Blood Knight. Otherwise, it's the same deck. At the beginning, I experimented with an Imp Master replacing that same Blood Knight. It worked out here and there, but being fairly new to this game, I wasn't confident enough with that change.
Other matchups are balanced, but Shaman keep overwhelming me. I'd love some tips!
Edit: Replacing the last Blood Knight for a Starfall does help :)
I found that most druids tend to run 1 Force of Nature and 1 Savage Roar. Most of the players in other classes know this also. By adding two of each it allows me to buff and regain tempo a little easier during the mid game. Since most people only expect 1 of each, they tend to not expect the turn 9 Force of Nature + Savage Roar combo. I wish I could hear them say "Didn't he already play those cards" as I hit for lethal while they were careless with their life :)
SO MUCH THIS. I`m having a blast, currently rank 5. Win Rate 65%, still increasing. I made some modifications, it`s working pretty well. Good Job
Having a lot of fun with this deck! Good stuff man, seriously. I like the mix of Ramp + Wombo...it's true, folks really aren't prepared for what's coming! I love this deck's ability to both keep steady board control, and play around big minions...been crushing every single Handlock I've played so far, and managed to eek out wins against classes this type of deck is weak against. Rode a pretty wicked win streak from 12 all the way up to 9, and just steady grinding from there.
I did make one change, I was wondering what you'd think...I swapped out the 2nd Blood Knight for an Ancient of War...Deck felt naked without at the very least some good Hex/Polymorph bait. I just don't see enough opportunities where the Blood Knight miracle works to need 2 of them.
The Pyro is in there to handle the snot out of Zoo, but what would you sub in if you're not seeing a lot of Aggro Rush? I'm getting virtually zero matchups around Rank 8-9, and am wondering what some added firepower might be by taking it out.
Thanks again, awesome deck!
This deck gets wrecked by mages.
I have a 58% winrate vs mages at rank 3 (although mage is a weak class so few people play it). Most mages play the countermage deck found on this site, or straight aggro to the face. I found the former, control variation harder to deal with, but they are managable if you play for board presence. You should play vs mage like you play vs zoo, board control is very important followed by removal. Try to bait out polymorphs early, then you can do a lot of damage later either with ragnaros or with the burst combo. The more minions you have on board around turn 8, the harder the combo will hit. It is often a good play to clear the board with force of nature if they are pushing you hard, and regain board presence from there. Also, you can use ancient of lores flexibly, with some practice you will feel when to draw cards and when to gain +5 health. Against mage, even if your health is low, it is often good to draw more cards to finish them off (you have calculate how much damage they can do next turn by seeing how much cards they have and what cards they played so far). Don't play the keeper of the groves too carelessly for +2 damage, use them for silence later. And against countermage when they have a secret active, play wrath on a turn when you have spare mana (knowing that you won't be able to cast) to enable yourself the opportunity to play swipe/FON+savage roar later.