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[Legend] Wild Togwaggle Druid 74% WIN RATE!

  • Last updated Sep 5, 2018 (Boomsday)
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Wild

  • 7 Minions
  • 22 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Mill Druid
  • Crafting Cost: 11800
  • Dust Needed: Loading Collection
  • Created: 8/8/2018 (Boomsday)
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  • Total Deck Rating

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Hello everyone! 

Current rank (started at rank 8)

This is a variation of Wild Togwaggle Druid, and as such behaves a lot like the rest of the older lists. However, with the release of Juicy Psychmelon and Biology Project, this deck seems to have become extremely overpowered, and excels at dealing with greedy control decks. Against more aggressive decks, this deck can still easily manage to pull off the combo with its insane ramp and draw. 

Replacements:

Branching Paths instead of Fandral Staghelm

Juicy Psychmelon instead of Malfurion the Pestilent.


If this gets 20 upvotes I will make a mulligan and match-up guide. 

Thanks to your contribution, this goal has been reached! I'm happy to see some people are still interested in these types of decks, and I will be posting the guide tomorrow as of writing this.


 Mulligan Guide

The mulligan section of this deck matters a lot. Ending up with expensive combo pieces or clunky cards such as Spreading Plague and Ultimate Infestation can be detrimental in most match-ups. In this section I will be going over which cards to search towards in the beginning of the game.

Versus Control/Combo: 

Image result for biology project hearthstoneImage result for wild growth hearthstoneImage result for juicy psychmelon

You should always mulligan every other card than these if you are certain your opponent is playing a control deck. However, if you already have a lot of ramp in your opening hand, you might want to keep Ultimate Infestation to make sure you can ramp with Nourish. Honestly though, you are so favored in this match-up that your starting hand will rarely matter, so don't be discouraged if your hand is complete garbage.

Versus Aggro/Midrange/Tempo:

Note that there are exceptions!

There are three major exceptions where you want to mulligan slightly differently.

The first one is versus another Druid, where you do NOT want to keep Biology Project. This is very important as it is almost as bad as starting off with one less card! Giving your opponent two more mana crystals can allow them to get to their combo quicker than you can get to yours (this is not the case with jade druid, but you should still not run that risk!)

Second exception is against an Even Shaman. This deck will SMOrc you even harder if you choose to keep Biology Project. If you are going second, this allows them to make a four mana 7/7 on turn two! You simply cannot deal with this amount of pressure early on, so make sure you never play it against them early on!

Third exception is versus Odd Paladin. Your mulligan will remain the same, with the only difference being that you want to keep Spreading Plague if you have either Biology Project or Wild Growth in hand.


 Match-Up Guide

This section will be focusing on how you should be piloting your deck versus several Tier 1 and 2 decks in the Wild meta. I'm sorry if I won't be covering every single deck you will be facing, but at my rank these are the only decks I'm going up against, so I don't have great knowledge of the decks at lower ranks.

Even Shaman

This is a deck I've been facing a lot, and also seems to be my worst match-up. With that being said, I'm still scoring a win rate of above 50% against this deck!

The main thing to keep in mind here is what cards your opponent will be playing. Saving removal can be tricky, seeing as they will most likely be able to put out big minions ahead of the curve. Draenei Totemcarver is a card they will often be putting out at turn 4 if they have no four mana 7/7 in hand, so make sure you clear their Totem Golem with your various removal cards before that point. Using Spreading Plague can be tricky in this match-up, as it can lead to your sudden demise if they have Devolve in hand. 

I mostly win against this by getting to my combo as soon as possible whilst mitigating as much damage as I can.

Odd Paladin

Oddly enough (see what I did there), I was not facing a lot of Odd Paladins on my climb to Legend, so I'm getting most of this knowledge from other Druid decks.

Most obvious thing to do versus this deck, is to always make sure they don't have four or more Silver Hand Recruits going into their turn five (turn four with coin). Using Swipe to hit four or more one health targets is a good idea, and you definitely shouldn't be waiting on it for too long.

Spreading Plague is another great card in this match-up, and ends up carrying you most of the time. Using this at the right moment is crucial, as dropping it down too late can result in all the scarabs getting one-shotted. A combo most players seem to be forgetting, is buffing up your scarabs with Branching Paths to efficiently trade up against Silver Hand Recruits buffed by Quartermaster or Level Up!.

Swapping decks with Odd Paladin is actually quite dangerous, so I would wait until you are sure that they cannot make a comeback on the board (or they have no pressure going on, and you can get a clean combo turn). With that being said, you should not wait on it if you have no other plays that help you to secure the board. The reason that going off too early without a tight grip on the board can be bad, is because of how well Branching Paths work together with the Paladin's cheap minions.

What I've gathered from my climb to Legend, was that you should ALWAYS try to clear their Silver Hand Recruits! If left uncontested, these puny 1/1 creatures can easily pose a huge threat.


I will be finishing the guide when I reach Legend this season.