Hand Druid *Rank 1 Legend*
- Last updated Apr 14, 2018 (Witchwood)
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Wild
- 7 Minions
- 23 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Big Druid
- Crafting Cost: 7440
- Dust Needed: Loading Collection
- Created: 4/13/2018 (Witchwood)
- MasterDecks12
- Registered User
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- 2
- 21
- 23
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
41
~Hand Druid~
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~Main Idea~
The idea is to fill up your hand and play giants with fungal or to fill board and buff your minions and go face.
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~Mulligan~
You want to mulligan for wild growth and for wispering woods
You mulligan for Wild Growth because you want to ramp up into nourish or to flood the board early game into power of the wild, savage roar combo. You mulligan for Wispering Woods to flood the board and pressure your opponent out and force him to use removal early game.
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~Giants~
The strategy is to fill the board and play sea giant and/or to keep your hand size full and play Witchwood Apple and draw a lot and play mountain giant.
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~Illixid Fungle lord~
Strategy is to play this with Giants at reduced cost or to play it with Faceless Manipulator to copy giants or powerful enemy minions such as tirion or doomguard.
This seems more like a token deck than a hand one.. You want to flood the board constantly, with Living Mana and the Sea Giant, and I dig it... But what about Bewitched Guardian, Twilight Drake and Ferocious Howl? Those seem pretty staple "hand" cards...
Also, I don't get the Ixlid, Fungal Lord and the Faceless Manipulators... Would I save them for the giants? Isn't playing the Giants as early as humanly possible (turn 3 with Witchwood Apple on 2) the whole point?