Reynad's NA/EU Ladder "Token No Growth"
- Last updated Aug 12, 2014 (Naxx Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 7200
- Dust Needed: Loading Collection
- Created: 8/10/2014 (Naxx Launch)
- Hearthmasta
- Registered User
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- 6
- 7
- 21
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Battle Tag:
Cardmasta#1746
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Region:
US
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Total Deck Rating
326
Intro
This is the deck Reynad is currently using to climb the EU ladder, and occasionally uses on his NA streams as well.
What Reynad says about this deck: "This deck isn't actually very good, but before you hit legend it is because it beats every other crappy deck out there, which is all you'll run into before legend. I've used variations of this deck for the majority of my climb to legend every single season. After you hit legend though it's pretty much useless, but it'll get you there more effectively than probably any other deck in the game."
Sample stats (thanks xpingoo)
Deck Win Loss Total Match Win Percentage Priest 7 2 9 77,77777778 Ramp Druid 6 0 6 100 Token Druid 0 1 1 0 Aggro Mage 3 0 3 100 Hunter Midrange 5 1 6 83,33333333 Warlock Zoo 5 1 6 83,33333333 Naxramas Handlock 0 1 1 0 Tauntadin 3 0 3 100 Control Warrior 1 1 2 50 Aggro Warrior 0 1 1 0 Miracle Rogue 1 1 2 50 Backspace Rogue 1 0 1 100 Shaman 3 0 3 100 Total 35 9 44 79,54545455
Mulligan
For mulligan, keep Innervate, Argent Squire, Power of the Wild, Wrath, Haunted Creeper, Harvest Golem, and Violet Teacher in most matchups. Having at least two of these in your starting hand is going to make for a decent hand no matter which two it is. Maybe keep Keeper of the Grove in some matchups such as Warlock (in case of zoo) for removing early 3/2s. Discard everything else.
Minion logic
This deck appears to use Reynad's signature "sticky minions" (2 for 1 cards like Argent Squire, Haunted Creeper, Harvest Golem, and Cairne Bloodhoof) strategy, probably to keep the board populated for Savage Roar. Violet Teacher is likely used for the same purpose of flooding the board for Savage Roar.
Strategy
Primary strategy is to keep the opponent's board clear. If you have to use Force of Nature and/or Savage Roar to clear some big threats, then you should do so - there are two Force of Natures and two Savage Roars in the deck, so using one of each defensively doesn't necessarily blow your win condition.
Swipe should be used for board clear, but can also be used for surprise lethal, or to remove one minion and pop some annoying Divine Shields. Don't just use it for face damage (unless you have lethal) or Divine Shield popping though; use common sense and think ahead.
Keeper of the Grove strategy
You should probably save at least one Keeper of the Grove against any matchup that tends to run at least one scary card, such as Tirion Fordring, Grommash Hellscream, Edwin VanCleef, Gadgetzan Auctioneer, Baron Rivendare, Sylvanas Windrunner, Maexxna, Ysera, Twilight Drake in Handlock matchups, or Freeze Mages who run Doomsayer. If you waste them on small threats such as Harvest Golems, then you wasted all of your silence and it could cost you the game. With matchups like Zoo however, it should be safe to use Keeper of the Grove to simply remove some 3/2s or take Doomguard down to a 5/5 for easier removal via other means.
When and how to use Druid of the Claw
A lot of people seem to struggle with figuring out what to do with Druid of the Claw. It's actually a simple decision the vast majority of the time. If the 4/4 charge is going to help you with removal of a large threat, or help you with lethal this or next turn, go for the 4/4. If you need the taunt to protect yourself or other minions, go for the taunt. If you don't meet either of those conditions, you should probably save it for when you do.
Loatheb and combos to watch for
You should generally save Loatheb for the following turns (on matchups where you're preventing board clear, make sure you have a board worthy of clearing before you use Loatheb):
- Against Mages, Flamestrike comes on turn 7, turn 6 if they have the coin.
- Against Mages, if you'll die to Pyroblast + whatever they have on the board, use Loatheb on turn 10+.
- Against Druid, you might want to save Loatheb for turn 9 if you don't have your Force of Nature + Savage Roar combo, to prevent them from being able to do it that turn.
- Against Miracle Rogue, you should save it for turn 7 to delay the Leeroy Jenkins + double Shadowstep combo an extra turn.
- Against Paladin, you can drop it on turn 6 to prevent Equality + Consecration that turn.
- Against Hunter, drop it on turn 5 to delay Starving Buzzard + Unleash the Hounds.
- Against Priest, use it on any turn where you think the Priest might go for an Auchenai Soulpriest + Circle of Healing combo.
- Against Shaman, use it on any turn where you fear they might use Bloodlust.
Ancient of Lore: Heal or draw?
Ancient of Lore should be used 99% of the time for card draw instead of healing. The only time you should use healing is if you're going to lose next turn without it, and you're in a situation where you couldn't possibly top deck lethal (such as with Power of the Wild or Savage Roar). If both of those conditions aren't met, use the card draw.
Using Cenarius
With Cenarius, use the +2/+2 option if it's going to buff your minions for board clear or lethal. Use the Treants if you need the protection or otherwise don't have 2 or more other minions out and/or can't neutralize a threatening board with the +2/+2 option.
For the win!
Your win condition is of course Force of Nature + Savage Roar combo, often making use of the aforementioned sticky minions. Don't forget when calculating lethal that your hero also gets +2 attack with Savage Roar - a lot of people seem to miss lethal turns because they forget that. The combo by itself gives you 14 burst damage and +2 to whatever else you have on the board. If you have Force of Nature and two Savage Roars along with Innervate, you can play both Savage Roars on the same turn for a total burst damage of 22 on turn 10.
Theoretical maximum burst
You can get up to 23 burst damage with Force of Nature + double Innervate + hero ability + double Savage Roar, or 25 if you have Power of the Wild in hand and use the +1/+1 option instead of hero ability.
Other combos you might like
One particularly strong combo that can be done on turn 2, 3 or 4 (depending on your hand) is Violet Teacher + Innervate + Power of the Wild. This can be done as early as turn 2 if you have double Innervate (Innervate + Violet Teacher + Innervate + Power of the Wild), or on turn 3 with the coin. This will leave you with a 4/6 and two 2/2 Violet Apprentices. You can alternatively "waste" the coin before using Power of the Wild, even though you don't need the extra 1 mana, to get a third 2/2 Apprentice. This can leave you with a potential of 10 damage on the board as early as turn 2.
If you happen to have two Innervates + Violet Teacher + two Power of the Wilds + the coin on turn 4, that's a 5/7 Teacher and four 3/3 Apprentices for 17 damage. If you happen to draw into Savage Roar on turn 5, that's probably lethal damage unless they have a Sludge Belcher out. This could be done on turn 3 as well, coining out the Teacher and having three 3/3's instead of four, but you won't have lethal if you draw into Savage Roar on turn 5 (you will have 25 damage however).
If you do this later than turn 4, just be aware if you're going against Mage, Paladin or Priest that this board could be wiped before you get a chance to attack with it (see the "combos to watch out for" section above).
If you know of more combos that haven't been mentioned here, leave them in the comments and I'll add them.
Possible replacements
This is somewhat of an expensive deck, so a lot of people may find that they don't have all of the cards. Here are the cards that are actually replaceable, and possible replacements you can try. I can't guarantee how well any of them will fit, so you might want to play around with it. The replacements aren't listed in any particular order, so they aren't ordered by best to worst or anything.
- Cenarius - Hogger, Sunwalker, Boulderfist Ogre, Ironbark Protector, Ragnaros the Firelord, Ancient of War
- The Black Knight - This is a tough one, and there really aren't any great options. You really should have this card, but if you don't, it depends on the metagame. Big Game Hunter if you're running into fat taunts like Handlocks run, Spellbreaker if taunts are being used a lot to protect more pesky minions and you commonly need the 4 damage minion out, or Ironbeak Owl if you find yourself missing lethal a lot due to having to break through taunts. I would really just recommend that everyone has this card, so your best bet is just to do what you can to get it.
- Cairne Bloodhoof - Sunwalker, Sludge Belcher, Sylvanas Windrunner, Boulderfist Ogre
Nice deck, been using Bloodmage as a replacement for Cairne, I've been thinking about putting both of them into the deck but don't know what shall I drop than?
No, carddraw is pretty weak in this deck, and because of the slighly cheaper minions (like Argent Squire) I run out of cards often if I'm too enthousiastic with Innervate. I'm thinking about going back to a slightly slower deck like Colma's. Ofcourse, that doesn't have much carddraw either, but the minions are beefier.
Nice post. I'm currently sticking with Colma's version, with some addes Spectral Knights. It's a bit more mid range than this, but this guide gives some good information about how to use Loatheb (I got rid of him because I felt I didn't need him, but there are more uses to him then I realized).
Loatheb is really nice card, giving you 5/5 monion and saving him till your next turn by silencing the enemy face xD
A reasonably good deck. It's major weakness is Handlock and I am seeing quite a few of them on ladder at the moment. Probably due to the sudden proliferation of this deck.
Really? I haven't run into any Handlocks so far on NA climbing from 18 to 10. Other than the Handlock deck that I myself sometimes play of course, although I don't do too well with Handlock - not sure if it's my deck, if I just suck with it, or if it's the metagame. Really fun deck to play though, it just loses more than 50% of the time for me. It's odd because I always feel like the games are going really well, like I'm playing the deck to it's full potential, and making the right choices in every play, and then I just lose from nowhere, particularly to Zoo or Hunter.
This Druid deck does perform well against Zoo, Hunter, Paladin and Priest (which I've been seeing a lot more of since Trump is currently playing it), which is most of the metagame in the ranks I'm in so far. In mirror matches I win about 75% of the time because this deck beats Ramp and most other Tokens, but against Token a lot of it comes down to what you draw. The only other thing I see a lot of is Miracle Rogue and it's about a 50/50 for me. Against Miracle Rogue it's important that you draw the right cards and rush them down before they get a chance to do the combo, and you have to silence or kill the Auctioneer ASAP.
Thirteen games so far, I've come across four Handlocks and every one of them has been a loss. There are simply not enough answers for a field of taunted giants. I've even exchanged Cairne for Big Game Hunter, but it hasn't helped much.
I've only come across two Hunters and they've both been wins, but skin of my teeth wins. If I hadn't won on the turn I did, I would have lost on the next turn. I'm faring about 60/40 against Zoolock, either skin of my teeth win, or a blowout by them or myself.
This deck will probably fare much better in a day or two, once people stop using it because it's not getting them the 75% win-rate as advertised. Which is the problem with Reynad decks. As soon as he publicizes one of them, everybody jumps on using it, which means you're facing a lot of hard counters or a tonne of 50/50 mirror matches.
Yeah he uses secret decks on ladder when he's off camera. When he's going through his decklists, he'll often say things like "I can't show you guys that one yet", which makes sense because the most competitive decks are the ones that no one knows about it.
PoeticStanziel do you contribute anything other than abject criticism to this site? Yes, handlock is the direct counter to this deck but they are rare and there definitely hasnt been a "sudden proliferation" of them.
Really nice deck!
What is the best replacement for Cenarius?
Hogger, Sunwalker, Boulderfist Ogre, Ragnaros, Ancient of War, or Ironbark Protector. It depends if you find yourself needing the taunt or the sticky fat minion. If you need both, go with Hogger or Sunwalker.
Cenarius is useful primarily for buffing your minions into lethal, but I think swapping him for a Sylvanis or AoW is not terrible.
Disclaimer: these decks work best when all the pieces line up. If you dont have everything you need, grind it with another deck to you have all the pieces required.
Any room for a Big Game Hunter? Or are we simply not seeing enough Giants/big minions to make it take up a card slot?
You could maybe use BGH in place of one of the Force of Natures or Savage Roars if you're running into a lot of Handlock. Or maybe pull Cairne out for him. If you're not seeing a lot of taunts, you could try replacing TBK with him too, although I'm not sure I'd personally pull TBK out unless the meta was such that he was a dead card most of the time.
I would never take TBK out in this meta. He's a game changer, 60% of the time, every time.
I've been playing since launch, and my druid was level 12 when I started using this deck. I mostly played Shaman, Handlock, and Zoo in previous seasons (having a level 60 Warlock). My limited experience with Druid led me to believe that it was a rather complicated deck to play, with lots of confusing decisions to make with the "Choose One" cards, and I didn't feel like Druid was a particularly strong class to begin with. This deck changed my mind about all of that completely. I went from rank 18 a few days ago, to just hitting rank 10 last night after playing for maybe an hour a day.
Someone below posted a nearly 80% win rate across 35 games taking him from rank 16 to 5 with this deck. It has pretty much no bad matchups. My personal worst matchup with this deck is probably zoo (due to it being a somewhat slower deck if you don't get a great starting hand, and having no taunts until turn 9), and I have about a 50% win rate against them anyway. When your worst matchup is 50-50, that's pretty amazing.
The only way you're guaranteed a loss is if you get a really bad hand, which happened to me a couple times, but rarely. One that stands out was from yesterday: Innervate, Innervate, Swipe, Swipe, Coin, Haunted Creeper. I just kept drawing stuff like Wrath and Keeper of the Grove, which didn't really fit any situation. I was able to somewhat keep board control early, but it wasn't enough because I had pretty much no minions. The Keepers were dealt with immediately, and I think I drew into a second Haunted Creeper as well at some point, but it was just a garbage hand through the entire match. I think I lost on turn 6 or so, never having drawn into anything useful.
That said, it's also possible to get the craziest starting hands imaginable. This one also happened yesterday vs. a Priest: Innervate, Innervate, Coin, Cairne. Priests don't really have a way to easily remove minions with 4 attack, so it was perfect. Most people fear turn 2 Yeti from a Druid, but turn 1 Cairne is just insane. Kinda felt sorry for the Priest, but it was just too hilarious to feel bad about. He rage quit on turn 4, was probably looking for Auchenai + Circle and didn't get it. It would have only killed the first half of Cairne anyway though (Cairne was at 4 health after killing a Northshire Cleric), so he'd still have a second 4/5 to deal with anyway.
It's a fairly straightforward Token deck, yes, just using sticky minions and sacrificing Wild Growth for more minions than a typical Token deck.
Hello... I don't have Cenarius, The Black Knight, the two Ancients of Lore and Caerne. Can I replace them?
I guess you could try replacing TBK with Spellbreaker. Ancients of Lore with either Gnomish Inventor or Azure Drake (you'll need the card draw), for Carine you could try Sylvanas, Boulderfist Ogre or Sunwalker, and for Cenarius you could try Sunwalker, Boulderfist, or Hogger.
Thanks for the quick answer!