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The Nightmare

  • Last updated Jun 21, 2018 (Spiteful Nerf)
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Wild

  • 13 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Mill Druid
  • Crafting Cost: 7600
  • Dust Needed: Loading Collection
  • Created: 2/5/2018 (Kobolds Patch)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    169

View 14 other Decks by RavenSunHP
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Some fancy roleplay in the spoiler: 

Naturalize the Nightmare

 

 

 

N'Zoth, the Corruptor has penetrated in the Emerald Dream, ravaging and befouling it, reviving the Nightmare!

 

Vile creatures such as Doomsayers, Deathlords, Sludge Belchers, followed the Old God, led by Bloodmage Thalnos.

 

Our Shan'do, in his desperation, has turned into Malfurion the Pestilent, Spreading Plagues in order to contain the Nightmare, at all costs. He is risking to corrupt the balance between Life and Death, against the madness of the Old God.

 

 

 

 

But there comes Arch-Druid Hamuul Runetotem! He will know which way to choose in the Branching Paths.

 

Grove Tenders and Coldlight Oracles of immense wisdom sided with him, and together, they will know how to Naturalize the Emerald Dream, once more.

 

 


 

Game Plan

This is at its core a Control deck. Unlike Mill Rogue, this Fatigue/Mill Druid is favoured against Aggro, while it needs careful planning for Midrange and Combo decks. You have tools for nearly any situation, but you need to use them wisely.

Armor power helps a lot in either outlasting Aggro, or making you just too tough for slower decks to kill.

As for any other Control deck, the key is to ALWAYS know your opponent: being able to foresee what is available to them is game-winning, for you can optimise your resources into maximum value. Typical example is knowing when to use Doomsayer, which can be either used as pseudo-taunt against many pings, or to buy full turns against empty boards in the middle of the game.

Against any: armor up and taunt (but since your cards are versatile, always proceed wisely, timing is fundamental). 

Against Aggro: Hero power during first turns. Grove Tender for mana. Taunt up. Never double-draw, unless absolutely necessary. They will eventually run out of steam, while you're safe and can recover with more Armor.

Against any decks that tend to draw a lot, such as Exodia Mage, non-Zoo Warlock, Priests, etc: try to hide your Mill power, and when they are at full hand, go hard with Naturalize, Grove Tender and Coldlight Oracle: hopefully you burn some of their key cards and seal the game.

Sylvanas Windrunner can be comboed with upgraded Lesser Jasper Spellstone or even Naturalize to steal a Big minion.

Malorne for infinity or Hadronox for more board/taunt are nice inclusions, that can replace either Starfall or Spreading Plague, if you feel you are already safe against Aggro/Token.

 

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