Mixed Hadronox
- Last updated May 19, 2018 (Witchwood)
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Wild
- 13 Minions
- 17 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Taunt Druid
- Crafting Cost: 7880
- Dust Needed: Loading Collection
- Created: 5/19/2018 (Witchwood)
- DruidMain
- Registered User
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- 5
- 8
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Battle Tag:
N/A
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Region:
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Total Deck Rating
4
Your main objective is to ramp as fast as possible using Wild Growth and Nourish, and play as many Taunts as possible while also using your removal tools to clean the opposite board when it presents serious danger . There will be times where you will find yourself at low health but armor generating cards like Branching Paths, Oaken Summons or Ferocious Howl can save you from near death situations.
This deck has various combos, the main one being the classic Hadronox and Carnivorous Cube, which consists of playing Hadronox after many of your Taunt minions have died and kill him using Carnivorous Cube, effectively ressurecting Taunts and also providing you with 2 extra copies of Hadronox after he dies. You can also wait for Hadronox to die by other means and then ressurect him using Witching Hour and then cube him, which will give you the full value of the combo for 8 Mana.
The main issue with this combo are decks that run Mind Control, Hex, Polymorph or any other card that will not let you kill Hadronox after you play it for the first time. So if you think your opponent has any of those cards in hand, try and save one Naturalize so you can use it on your own Hadronox on turn 10 or 9 if you're going second, providing you with a guaranteed ressurection from Witching Hour in later turns.
The other combo consists in playing Master Oakheart and, in the best case scenario, he will recruit a Tar Creeper, Hadronox or Ironwood Golem and, since your only 2-Attack minion is Dragonhatcher, it will always recruit him, given you haven't draw him beforehand. Dragonhatcher will then recruit at the end of your turn either Primordial Drake or Sleepy Dragon (preferred), giving you huge board presence and value for only 9 Mana.
Very interesting combo. Against what decks does it increase winrate?
If you manage to draw enough Taunts early game, most aggro decks lose in the long run since they can't cope with so many Taunts unless they have some crazy removal combo. I'd say it's most effective against Face Hunter, some of the current Paladin decks like Odd Paladin and sometimes Even Paladin if you avoid the Equality + Consecration / Wild Pyromancer combo, and generally most of the current aggresive centered decks, maybe with the exception of Tempo Rogue since direct spell damage is mostly unavoidable.
Against Cubelock and other control type decks I'd strongly recommend to try and maintain their side of the board as less menacing as possible, maybe even using Naturalize to remove some heavy threat. A special tip I have to offer is that when you play this deck you must try to bait heavy removal like Psychic Scream by flooding the deck and playing somewhat aggresive, so that when you get to play Hadronox for the first time there's less of a chance that it's removed from the board making your play ineffective.
I mean, if you draw all dragons and all elements of combo, you have dead cards in your hand - it's risk. But for what - if it has the same matchups as standart and stable Taunt Druid (cool vs agro and control, bad against Even Pal and, smtimes Tempo Mage and Rogue)?