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Token Ramp Druid [Wild]

  • Last updated Oct 17, 2017 (Triggered)
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Wild

  • 11 Minions
  • 19 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Token Druid
  • Crafting Cost: 3380
  • Dust Needed: Loading Collection
  • Created: 10/18/2017 (Triggered)
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  • Battle Tag:

    WhatAChamp

  • Region:

    US

  • Total Deck Rating

    514

View 39 other Decks by WhatAChamp
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I've spent many times looking at the card Pilfered Power wondering why it never saw play. My justification was always that the decks that had tons of minions swarming the board generally didn't care about ramping and the decks that cared about ramping often didn't have low cost minions to flood with. Well, I decided to reconcile these differences and make a deck that not only benefits from PP but thrives off of it. So here's my token ramp druid.

Let's compare this deck to traditional egg druid (the deck it most resembles).

Cons:

-Not as consistent for early game swarming

-Less minions means you have to be more careful about which minions you play/trade

-Harder to make huge draws with Jeeves

Pros:

-Not hurt as much by the Innervate nerf

-Can bounce back from several board clears

-Still has a chance if it starts with a miserable hand (unlike traditional)

-Loads of card draw

-End game win condition (Jade Idol)

-Huge ramp potential with PP

Ultimate Infestation? Nourish? In a token deck?

Egg druid traditionally relied on a big Jeeves play once it emptied its hand. That's fine but with only two Jeeves in your deck, it can be hard to ensure you'll get one at the point you need it (early it's a waste, later it's crucial). This deck has multiple huge draws which means you'll go through phases of swarming the board, getting cleared while you redraw, and refilling again. The idea is to run your opponent out of clears and finish him off with Savage Roar. Reggular (get it???) token druid had the advantage of more consistent starts but once its board was wiped, that was game over. These cards are included so that you can reset yourself and outlast the clears. Because the cards in this deck are so cheap, you can easily dump your hand and then play another card draw the turn after.

How do you get so far with fewer minions?

Well, Soul of the Forest is a huge help. Instead of dropping your little guys whenever you can, you might sometimes want to hold off so you can make a big soul play. Additionally, Living Mana is an excellent comeback card and can be used to bait out Consecrate and Blizzard before playing a big board. If your opponent can't clear, you can often get huge trades with Savage Roar.

Alright, but what about Jade Idol?

Jade Idol started out as a way to dodge fatigue. With double Nourish and Ultimate Infestation, you're guaranteed to draw 16 cards. Pilfered Power even gives a card draw if you're full on mana. Because of this, you're likely to hit fatigue against certain control decks. Jade druid isn't in the meta very much anymore so Skulking Geist is a rarity. By shuffling in a bunch of idols, you can make an otherwise dead Infestation or Nourish provide you with the ammo you need to keep going. There's also a pretty cool combo once you're out of cards and only have idols left in deck. If you can dump all your cards and play Jeeves, you are guaranteed to draw three Idols and then a fourth once your turn starts.

General Tips:

-Try to get Pilfered Power and cheap minions in your opening hand. Living Roots is sometimes best kept in your hand until you can combo with Pilfered

-Use Nourish for the card draw rather than the ramp, unless you know that the ramp will give you a big next turn (i.e. at 7 mana with UI in your hand)