Aggressive Combo Druid
- Last updated Jun 20, 2014 (Live Patch 5506)
- Edit
- |
Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3600
- Dust Needed: Loading Collection
- Created: 5/29/2014 (Live Patch 5506)
- user-15201295
- Registered User
-
- 3
- 4
- 14
-
Battle Tag:
FTW
-
Region:
EU
-
Total Deck Rating
15
Nature Will Rise Against You!
This is a Mid-budget Aggro/Combo Druid which focuses on building up a board, with cards like Argent Squire and Jungle Panther, and the comboing them together with Power of the Wild and Savage Roar. It is a different and fun deck to play with because it is very different from what currently exists in the metagame. By being an aggressive deck it can also surprise opponents expecting a late game Druid.
Because of the many combos, Innervate is a very beneficial card, to get these combos off two turns earlier. Along with Innervate, Nourish also helps you gain an advantage in the late game.
An important combo, which is used as a finisher, is theForce of Nature, Savage Roar combo, but the deck does not rely on it.
Charge is another key mechanic of the deck, therefore Druid of the Claw is often used in it's charg form.
Even though it is a "aggro deck" it's important to preserve a board presence, and to keep board advantage, (especially against other aggro decks, like Zoo). This is is done through cards like Swipe and Naturalize, and trading when necessary.
The deck relies on Loot Hoarder, Wrath and Nourish for it's card draw. If necessary, cards can be switch out for more draw.
Replacement cards:
If you lack Leeroy Jenkins, he can be switched out with another Argent Commander
If you feel like you lack card draw, switch out a Keeper of the Grove with either another Nourish or a Gnomish Inventor. This will slow down the deck though.
If you are having trouble against late game opponents, consider putting in another Naturalize or to move the curve of the deck up, by replacing Argent Commander with Stormwind Knight.
Strategy:
Aggro: Going up against an aggro opponent, it is very important to control the board, both via removal and by trading efficiently. By doing so, you can drag out the game further, and slowly whittle down your opponent until, you can get them within range of your finishers.
Control: Against control opponents, you'll usually have more time to set up your combos. Therefore, you should focus on building your board and hitting in bigger burst. Use removal such as Naturalize and Keeper of the Grove to keep the way clear.
Last game: Against late game opponents, you typically want to attempt to rush down your opponent. Here you want to focus more on damaging the hero, but you should still be aware of the minions, and look for the optimal trades.
at the moment i only have one FON what do u think is a good replacement till i get the dust for it? i have all the cards but leroy, popped in a AC for the charge. ps i like the deck its fun a flows nice :o)
ya i was thinking about that combo. not that many people use SotF that i see on ladder and i like the spell.1 Would love to work it into the deck. when i first got Onyxia i did that combo it was funny ass all to see whelps turn into trents lol... the deck was not the best but then again i was very new to HS at that time and deck building.. i think i might try it again just for fun... dont think it would be good on ladder.. ony innervate X2 SotF.....