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Cube Druid - Surprise your opponent!!

  • Last updated Mar 16, 2018 (Patches Nerf)
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Wild

  • 11 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Big Druid
  • Crafting Cost: 8200
  • Dust Needed: Loading Collection
  • Created: 3/16/2018 (Patches Nerf)
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  • Battle Tag:

    N/A

  • Region:

    CN

  • Total Deck Rating

    335

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Welcome! Sick of the meta in the last few weeks? Same here. This is the deck I have been piloting on ladder - Cube Druid!

The idea, of course, comes from Cubelock. Instead of cheating out Doomguard, our gameplan is to cheat out the more powerful Charged Devilsaur either from hand through Giant Anaconda, or from deck through Silver Vanguard. Your opponent, unaware of your strategy, usually just keep them alive. Then the following turn you cheat out the 7-attack Charged Devilsaur with no mana cost, followed by a Carnivorous Cube and a Naturalize or a Greater Jasper Spellstone to kill the loaded cube. That is 21 damage for 6 mana. Usually enough to kill your opponent!

Why Druid? If you have seen a lot of slower Druid decklists, you may find our that Druid actually has a strong control core that fairs okay versus aggro decks (not as good as Warlock and Priest, though!), thanks to Spreading Plague, Ultimate InfestationLesser Jasper Spellstone, Branching Paths and Malfurion the Pestilent. This is a huge advantage over classes like hunter if you wanna build a combo/OTK deck of some sort. Besides, Druids can ramp. For other classes, Silver Vanguard is a turn 7 play. For Druid, it may well be turn 5.

In the following few sections, I will explain some of my card choices. Keep in mind that this might not be the optimal list, so I am more than happy to hear people's thoughts.

Ramp card choices:

Every should agree that Wild Growth is a two of. Nourish is also seen in every slower Druid deck due to its flexibility. So the choice really comes down to Greedy SpriteMire KeeperJade Blossom, and Innervate as a special mention.

How do we make the choice? First, note that for different slower Druids, the importance of ramp is different. In my opinion, Jade Druid is the less ramp-dependent than Quest Maly Druid, Quest Maly Druid less than No-quest Maly Druid, and the most ramp-dependent is Big Druid, because of its dear need to get Big dudes onto the board. Our deck is a variant of Big Druid that focuses on lethal instead of persistent board dominance.

Next, let's compare the choices we have. Mire Keeper seems to be the best choice on paper, because it fits the curve of a turn-2 Wild Growth and among the three, is the most playable card in mid-to-late game thanks to its other choice. However, not every game you have turn-2Wild Growth, and if you don't, other two that cost 3 mana is a better curve. Therefore, it fits better with decks that do a little bit ramp and a little bit board filling.

Compared to Greedy SpriteJade Blossom has the advantage of ramping immediately, while Greedy Sprite can delay the ramp if your opponent keeps it there. However, remember that we NEED ramp. Let's consider this: How many ramp cards do I have in the first 4 turns if I run two Mire Keepers or two Jade Blossoms? 4. What about Greedy Sprite? 6, at max! This is the real power of Oaken Summons and recruit mechanism in general- Double the chance that you get some card into play!

In this version, I just use a single Oaken Summons, because I don't have slots for Ironwood Golem. Two recruits for two targets is risky since you may get nothing. I'm still unsure about this ramp choice, so this is just one version.

What about Innervate? Generally this card is not good enough to be played after the nerf. Currently I run one, because 7 mana is a big number for us, and a Nourish on turn 4 will often do the job.

 Tech Card Choices:

There isn't a lot of flexible slots after we put combo pieces, ramp card, control cores into it. However, I'm strongly considering these cards:

Spellbreaker: Remember we can deal 21 damage for 6 mana. You don't want those damage to be taken by Voidlord. Downside? not working with Oaken Summons and not very good versus aggro.

Keeper of the Grove: Do the job of Spellbreaker, more flexible versus aggro, but terrible stats after the nerf. That was a good nerf though.

Prince Taldaram: I tried him in my Mire Keeper version. Not as impressive as one might imagine, but still, if you choose Mire Keeper over Greedy Sprite, he is nearly an auto-include.

If you like my idea, +1! It won't cost you anything!

Also, full guide to come after 10 upvotes!