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Ancient Curse Togwaggle Druid

  • Last updated Jan 21, 2019 (Level Up Nerf)
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Wild

  • 17 Minions
  • 12 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 13220
  • Dust Needed: Loading Collection
  • Created: 5/27/2018 (Spiteful Nerf)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    92

View 27 other Decks by Lyra_Silvertongue
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Hello Hearthpwn! I'd like to share my take on another of my favorite OTK decks, Ancient Curse Togwaggle Druid!

First off, what is the combo?

The idea is to kill your opponent with 42 Ancient Curse damage (43 damage after one point of fatigue, after having swapped out your exhausted deck for the opponent's deck with King Togwaggle.

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Card choices

Lesser Jasper Spellstone: Crucial combo piece, used only for killing off Brann.

Doomsayer: Excellent stall tool for aggro in the early game or late against control, or just to provide something cheap to dump to setup for UI.

Loot Hoarder: Card cycle. Good for rezzing 1-2 of them again with N'Zoth depending on whether you have hand management issues or not.

Novice Engineer: More cycling

Wild Growth: Ramp for Nourish or UI, or to cycle late game.

Wrath: Cheap removal or more cycling (Starting to see a pattern here? :P)

Brann Bronzebeard: Combo piece for doubling the number of Ancient Curse cards into your (your opponent's) deck.

Ferocious Howl: One of the best spells any form of druid otk deck could be given! Potential massive armor gain, card cycling, and low mana cost? Sign me up! Don't feel you have to sit on this card until you have 8-10 cards. You will usually play it on curve or asap if possible and there isn't anything else you need to be playing before this.

Ancient Brewmaster: Combo piece and generates 2 more Ancient Curse cards.

Ancient Shade: Provides the killing power of your combo.

Infested Tauren: Replayable stall minion when combined with N'Zoth. at less than 5 mana it also makes it relatively flexible when slimming down your hand too.

Swipe: Classic removal. Don't feel bad about dumping this card and using it inefficiently if need be. Playing removal inefficiently can sometimes end up contributing to a loss, but not using it and burning something essential is worse.

Nourish: With so much card cycling you almost always want to first ramp with this and then draw with the second. I have had a couple rare games where I kept my hand very small for the first part of the game so that I could draw with both Nourish, but this is almost never the play to make in most cases.

Sludge Belcher: Sticky taunt minion that is replayable with N'Zoth. What's not to love?

Malfurion the Pestilent: Decent initial stall with scarabs and the powerhouse of stall through hoards of armor. Combo decks' best friend.

King Togwaggle: Crucial combo piece.

Aviana: Combo piece

Kun the Forgotten King: Combo piece et all

N'Zoth, the Corruptor: The hallmark of my love for the old god and one of the most skilltesting cards to use in this deck. Your best case scenario when playing N'Zoth is when you can play with a big enough hand that also won't cause your Loot Hoarders to make you overdraw, on top of bringing back your four taunts. This will force your opponent to waste a whole turn clearing your board or allow you to stall for an additional 1-2 more turns to collect your combo. 

However, as I said before, you do often run into hand management issues with this deck and at times that requires you to use him while only squeezing out 2-4 minion worth of value out of him. You have to use your best judgement in those scenarios to decide if you need the taunt value without the draw power, or if the cycling will create over draw risks later on.

Ultimate Infestation: Another skilltesting card. Yes, you heard me. In a deck that can't dump their hand as easily as Jade Druid does this is a card you really have to plan more before using, or even weigh when it is not worth using altogether. Obviously if you get this early on the best play is to try to Nourish into this, but sometimes you will find yourself ramping with one Nourish, drawing with the other, cycling with multiple Loot Hoarders and then ignoring this card completely (essentially being a dead card in those scenarios. Unfortunate, but not always avoidable).

A subtle, yet brazen trait behind the skillful use of this card? Risk! I cannot tell you how many times I have won games by taking the risk of an over draw when using this card so that I may accelerate how quickly I get my combo together, and/or remove a threat and generate armor to regenerate more of a board presence. I even had one game where I took the risk of overdrawing 4 cards to possibly get my last combo piece when the board pressure was high. Yolo luck or subtle skill? I'll let you decide ;)

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Replacements, aka "Why did you use this and not this?"

N'Zoth the Corruptor: Personally I don't recommend replacing him because the more you meme on your opponent with unexpected cards the more satisfying the win is, but he is by no means absolutely essential. You can replace him with Poison Seeds for more removal, another Novice Engineer, or Spreading Plague.

Updates:


-1x Novice Engineer
-1x Infested Tauren

+1x Juicy Psychmelon
+1x Emperor Thaurisan