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UPDATE Rank 1 (proof) Menagerie Druid S36

  • Last updated Mar 15, 2017 (Aggro Downfall)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Token Druid
  • Crafting Cost: 4980
  • Dust Needed: Loading Collection
  • Created: 3/3/2017 (Aggro Downfall)
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  • Total Deck Rating

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Hey guys, I'm Tazz, a HS player from Portugal and this is my first deck on HeartPwn, so i decided to bring some proof about this list!

 

Proof of climb: http://imgur.com/a/IflWj

 

UPDATE: Rank 6   http://imgur.com/a/24iLY

 

 2nd UPDATE: Rank 5! \o/    http://imgur.com/a/IQ0Dh

-2 Mark of Y'Shaarj, -1 Druid of the Flame, -1 Savage Combatant; +1Enchanted Raven, +1 Mark of the Wild, + 1 Acidic Swamp Ooze, +1 Wildwalker

 

3rd UPDATE: - 1 Acidic Swamp Ooze, -1 Mark of the Wild, - 1 Wildwalker, +1 Fandral Staghelm, +2 Power of the Wild

I felt I was teching too hard, so I made some changes that give more consistency to the deck. 

I've decided to put Fandral in the deck, so far I'm 3-0 since i made the change and I'm close to Rank 4, I'll keep you guys updated as I climb!

 

4th UPDATE: Rank 4! http://imgur.com/a/w9Htp

I've been 6-0 since i made the Fandral and PotW change, only played 3 games today, 3-0 to reach rank 4 (see proof) :D If someone who's more of a grinder plays this list I think they can reach Legend quickly ^^

 

5th UPDATE: Rank 3 Achieved \o/    http://imgur.com/a/Qzzq5

-1 Fandral Staghelm; +1 Defender of Argus

I've decided to make this switch and has worked pretty well thru rank 4, went on a 5 game winstreak into rank 3(see pics for proof) so the deck keeps on performing :D 

If you're facing slower decks more often, Fandral is the card to tech back in!

 

6th UPDATE: Rank 2 Achieved \o/    http://imgur.com/a/nelg4

I didn't have time to play this weekend, sat to try to ladder a bit and got to rank 2 in less than 40 minutes! Lost my first game, then won 6 in a row (see pics for proof :) )

I honestly never thought the deck could perform so well in this meta, I feel it's steamrolling right now! I went on a 5 game winstreak to enter rank 3 as I previously mentioned, and I only played 7 games from rank 3 to 2 which is a first in my HS years x)  

Since I made the addition of Defender of Argus, I'm 11-1 with the deck!

I'll keep you guys updated on the climb to Legend ^^

 

7th UPDATE: Rank 1 is a keeper!       http://imgur.com/a/t3AID

Went 7-2 in Rank 2, started with 2 losses in 3 games then got 6 in a row :) (see pics for proof)

18-3 since Defender of Argus change ^^

Final Boss row incoming, almost Legend!

 

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I've been having a lot of views lately and we've reached the 50 upvotes, I can't thank y'all enough for the support!

The deck has had a couple changes in the list while I've been laddering, and the current list seems more consistent as a hole, regardless of the matchups.

Due to it's nature, the deck has the ability to counter any deck, but also lose to any deck, it depends a lot on the reads you're able to make and the way you utilize your resources.

I've had the opportunity to help people play with the list, and the main thing I've noticed are the moments where you need to pull a big tempo swing turn, without "messing" with your curve or going all in and rellying on topdecks.

The best advice I can give to anyone who tries the list is being patient. The deck has a lot of possible combos, and a lot trully depends on what your facing, so I'll try to be as clear as I can!

MULLIGANS:

Always Keep: Innervate, Enchanted Raven, Druid of the Saber;

 - Regardless of the matchup, these are your primary keeps, regardless of who's going 1st, 2nd.

Sometimes Keep: Mark of the Lotus, Power of the Wild, Druid of the Flame, Violet Teacher, Finja, the Flying Star

- Both Mark of the Lotus and Power of the Wild should be kept in a scenario where you already have a 1 into 2 drop, or you have a combination of Innervate+The Coin+Violet Teacher

- Druid of the Flame can be kept if you already have a good starting hand, 1 into 2 into 3, or if you're going 1st and have Innervate+The Coin+Druid of the Flame PLUS a turn 2 minion or play already in hand. If you have a situation where you can Innervate a Druid of the Flame on turn 1, but on turn 2 you have nothing to do besides Hero Power, then probably that isn't the best available play, always be aware of you hand reach and curve possibilities before innervating something!

- Although Finja, the Flying Star is the star of the deck, keeping it can sometimes be a bad decision(ex: If you're going 1st vs and Aggro deck and you have no Innervate in hand). With that being said, whenever you get Innervate+Finja, the Flying Star in your mulligan, it's an instant keep.

KEY MATCHUPS:

Vs Pirate Warrior

The key to this matchup is trying to get board presence as soons as possible. and making sure his board is cleared so he can't get Bloodsail Cultist synergy. If you play turn 1 Enchanted Raven and he spend his turn 2 clearing it with Fiery War Axe or N'Zoth's First Mate + Patches the Pirate, it's usually ok. 

Don't try to race them because you'll lose 19/20 lol the win condition in this matchup is usually through Savage Roar so don't worry if your not damaging his face too much, eventually the board will stall and it's very easy to pull lethal in 2 turns.

Whenever you reach turn 4 at around 20 hp, it's half of the win already, because after turn 4 it's usually when this deck goes bananas.

Also, sometimes it's better to save Living Roots for board presence, or even play Living Roots turn 1 if your going 1st because it puts pressure on him, and you can buff your minions on turn 2 and start snowballing from there!

Vs Jade Druid

The key to this matchup is getting board control early.

Everyone knows if Jade Druid hits the perfect curve, it's almost impossible to beat, so the best way to get the W in this matchup is making his turn reactive instead of proactive, which means, if he needs to spend his hole turn clearing part of your board, he won't be able to develop his side of the board. That being said, don't just throw stuff out. 

Keeping Violet Teacher in this matchup is usually a good idea since it's really hard for a druid to deal with it, even a simple Violet Teacher + The Coin + Mark of the Lotus on turn 4 is enough to disrupt his gameflow and build from there.

Vs Dragon Priest 

This matchup can be a B****, because they not only have the ability to build their board, but also to heal, and that by itself is a pain in the *** ^^

The best way to handle this matchup is going for broader board instead of bigger board!

Cards like Enchanted Raven, Druid of the Saber and buffs + Innervate are the bread and butter of this matchup in the early game. 

Vs Miracle Rogue

Usually this matchup is favoured, IF you're very careful with the way you play this matchup.

In my opinion this is the trickiest matchup, mainly because more often than not you have to deal with a 6/6 or 8/8 Edwin VanCleef on turn 3 or 4, which could mean serious trouble.

To avoid getting rekt like that, or at least reduce the efficiency of such plays, sometimes it's better to keep a Druid of the Saber stealthed until you have a target on his board so you can trade.

Playing Druid of the Saber on turn 2, then smorcking on 3 is usually a pretty good setup for Edwin VanCleef :)

Vs Shaman

This matchup is all about efficient trading and making sure his board is cleared. It's okay to drop Living roots on turn 1 if your going 1st, because even if they clear the board with The Coin + Maelstrom Portal, that means they had to "waste" a The Coin + a 2 mana aoe to clear a 1 mana spell, which is pretty good.

Another important aspect is playing around their Overload. It's important to notice if they're overloading or if they're playing around overload on specific turns, which can help you predict what their intention is and allows you for a better counter play. 

Vs Reno Mage

 I haven't seen many Mages lately but like any Reno matchup, it's almost a coin toss to see if they have Reno Jackson on turn 6 or not, so the best way to put yourself in a position to win this matchup is trying to counter they're staple turn plays (turn 1 Arcane Blast, turn 3 Forgotten Torch / Volcanic Potion, turn 4 Fireball). For example, if you have 2 Enchanted Raven on hand on turn 1, it's better to save them for a 2x Enchanted Raven on turn 2, it'll make their turns awkward and you have better chances to keep board presence. Don't try to play around everything, it's also important to realize which cards you have in hand and how aggressive you can be with it. 

 

I think that's all for now, I hope I was of some assistance! Have fun with the deck, be patient since it's a tough list to master at first and can take a bit to get used to it, but once you do the seer power volume is pretty crazy and incredibly fun! :D

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