Hey guys, Aishi here. I've always been a fan of how much direct damage Druids can put out behind their strong minions, from finishing games that start with hyper-aggressive Murlocs to more controlled decks like heavy spell power. This deck was a result of the introduction of 0 cost cards into a card list based around a Gadgetzan Auctioneer draw engine with heavy hitting burst - something I'd more readily classify as fun and unique. The list I've made available in this post is on the cheaper side when you discount two more easily substituted legendaries and the inclusion of multiple forms of board clears are perfect to play against low minion cost decks. I've always associated the moniker "miracle with a deck as one that has both the draw power and combo potential to make clutch plays happen at the end any point of a game. That's exactly what this deck does and it works out pretty well.
A few cards that stand out in this deck are definitely the Moonfires, Gadgetzan, Force of Nature, and Savage Roar. They work exactly as you expect on paper, the deck's draw engine is from a high amount of low cost spells that feed into Gadgetzan to find your large burst damage from Savage Roar and Force of Nature alongside addition board clear/damage with Swipes and Starfire. Pyromancer and low cost spells such as Wrath, Coin, Innervate, Claw and Moonfire provide additional support for your early game in dire situations and Healing Touch is perfect to bump your health up while finding your winning hand.
There are some movable cards: Harvest Golem, Keeper of the Grove, Druid of the Claw, and Mad Bomber, these ar cards I tried to splash into the deck to find a little substance in terms of early-to-mid game. As for the inconsistency known as Mad Bomber, he'll hit something, the same way Tinkmaster will transform. The two legendaries are Leeroy as a charge minion finisher and Thalnos as support for spell damage. Both easily replaced by cards such as Wolfrider and Kobold Geomancer respectively.
There's a lot of directions to take this deck, you can shift the mana curve into the later game and play with some of the solid 7 mana Druid cards such as Ancient of War/Lore, add in some more combo heavy cards or charge cards to make it into an aggressive aggro deck, or go nuts with swarm and play cheap minions with windfury and Soul of the Forest. These are all just suggestions, find the one that you have the most fun with.
Cards to consider: Power of the Wild: Minion early on, 3/2 that lets you draw with Auctioneer later! Healing Touch: Heals are fine if you can draw with Auctioneers, but you only have two Auctioneers and you need to make them count Faerie Dragon: An excellent early game presence that can keep you in the game long enough to actually do something Faceless Manipulator: A great combo card with Leeroy Jenkins to finish games as well as steal legendaries with Tinkmaster Ancient of Lore: The draw power behind a 5/5 minion is excellent and can only help if you feel like you lack board presence Ancient of War: A Druid card that's too good to pass up if you want to turn this into a later game deck The Black Knight: Taunt-be-gone! Tinkmaster Overspark: People tend not to like Naturalize, with Gadget it's only a -1 at 1 mana which will help you easily mill through your deck, this is the alternative to an easy removal for taunts and problem cards Malygos: Gives you a new lease on life as a destructive powerhouse with Moonfire and game-ending force with other damage spells
Fun deck when you can pull off the combos but overall seems weak, I've played 10-12 games with it in casual mostly against druid/mage/lock (what else is there?) and I've lost (horribly) all but 3 games.
The issue I'm having seems to be needing to spend all my combos/spells clearing the enemy's board while having no presence myself and doing very little damage to the enemy hero.
Will keep tinkering with it to see if I can stop getting utterly shit on before I can make any interesting plays. Thanks for the deck!
Yeah, I've took it into rank a dozen or so times myself to no net change, heavy-hitting classes like Paladin and Druid take it down a couple notches, but come draws against Rogue and the healing/burst against Mage give me a few wins.
Probably not the best deck for ranked unless you can tweak it a bit or load it up with legendaries to beat the big drops (I've been wrong about my decks before, so I hold out on absolute judgements), but it's great fun.
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Warlock Low Mana Rush
Warlock Suicide Jaraxxus Control
Warlock Zergrush
Warrior Beatdown
Warrior Molten Giant OTK
Paladin Slowroll
Paladin Kodo & Friends
Druid Slash & Burn
Druid Force of Murloc
Druid Miracle Deck
Druid Midrange
Rogue Knives & Magic
Not an OTK Hunter Deck
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Druid Template Deck
Shaman Template Deck
Hey guys, Aishi here. I've always been a fan of how much direct damage Druids can put out behind their strong minions, from finishing games that start with hyper-aggressive Murlocs to more controlled decks like heavy spell power. This deck was a result of the introduction of 0 cost cards into a card list based around a Gadgetzan Auctioneer draw engine with heavy hitting burst - something I'd more readily classify as fun and unique. The list I've made available in this post is on the cheaper side when you discount two more easily substituted legendaries and the inclusion of multiple forms of board clears are perfect to play against low minion cost decks. I've always associated the moniker "miracle with a deck as one that has both the draw power and combo potential to make clutch plays happen at
the endany point of a game. That's exactly what this deck does and it works out pretty well.A few cards that stand out in this deck are definitely the Moonfires, Gadgetzan, Force of Nature, and Savage Roar. They work exactly as you expect on paper, the deck's draw engine is from a high amount of low cost spells that feed into Gadgetzan to find your large burst damage from Savage Roar and Force of Nature alongside addition board clear/damage with Swipes and Starfire. Pyromancer and low cost spells such as Wrath, Coin, Innervate, Claw and Moonfire provide additional support for your early game in dire situations and Healing Touch is perfect to bump your health up while finding your winning hand.
There are some movable cards: Harvest Golem, Keeper of the Grove, Druid of the Claw, and Mad Bomber, these ar cards I tried to splash into the deck to find a little substance in terms of early-to-mid game. As for the inconsistency known as Mad Bomber, he'll hit something, the same way Tinkmaster will transform. The two legendaries are Leeroy as a charge minion finisher and Thalnos as support for spell damage. Both easily replaced by cards such as Wolfrider and Kobold Geomancer respectively.
There's a lot of directions to take this deck, you can shift the mana curve into the later game and play with some of the solid 7 mana Druid cards such as Ancient of War/Lore, add in some more combo heavy cards or charge cards to make it into an aggressive aggro deck, or go nuts with swarm and play cheap minions with windfury and Soul of the Forest. These are all just suggestions, find the one that you have the most fun with.
Cards to consider:
Power of the Wild: Minion early on, 3/2 that lets you draw with Auctioneer later!
Healing Touch: Heals are fine if you can draw with Auctioneers, but you only have two Auctioneers and you need to make them count
Faerie Dragon: An excellent early game presence that can keep you in the game long enough to actually do something
Faceless Manipulator: A great combo card with Leeroy Jenkins to finish games as well as steal legendaries with Tinkmaster
Ancient of Lore: The draw power behind a 5/5 minion is excellent and can only help if you feel like you lack board presence
Ancient of War: A Druid card that's too good to pass up if you want to turn this into a later game deck
The Black Knight: Taunt-be-gone!
Tinkmaster Overspark: People tend not to like Naturalize, with Gadget it's only a -1 at 1 mana which will help you easily mill through your deck, this is the alternative to an easy removal for taunts and problem cards
Malygos: Gives you a new lease on life as a destructive powerhouse with Moonfire and game-ending force with other damage spells
Video
Any questions and suggestions, feel free to ask. My tag is Aishi#1473.
My stream is at http://www.twitch.tv/aishi_ Live often around evenings @ EST
My youtube channel is http://www.youtube.com/user/vtxaishi - All my videos are there!
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Fun deck when you can pull off the combos but overall seems weak, I've played 10-12 games with it in casual mostly against druid/mage/lock (what else is there?) and I've lost (horribly) all but 3 games.
The issue I'm having seems to be needing to spend all my combos/spells clearing the enemy's board while having no presence myself and doing very little damage to the enemy hero.
Will keep tinkering with it to see if I can stop getting utterly shit on before I can make any interesting plays. Thanks for the deck!
Yeah, I've took it into rank a dozen or so times myself to no net change, heavy-hitting classes like Paladin and Druid take it down a couple notches, but come draws against Rogue and the healing/burst against Mage give me a few wins.
Probably not the best deck for ranked unless you can tweak it a bit or load it up with legendaries to beat the big drops (I've been wrong about my decks before, so I hold out on absolute judgements), but it's great fun.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post