Star Aligner Druid (wild) - 87% wr rank 4 to le...
- Last updated Oct 19, 2018 (Boomsday)
- Edit
- |
Wild
- 10 Minions
- 19 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Ramp Druid
- Crafting Cost: 14500
- Dust Needed: Loading Collection
- Created: 8/11/2018 (Boomsday)
- KH183
- Registered User
-
- 7
- 52
- 63
-
Battle Tag:
N/A
-
Region:
EU
-
Total Deck Rating
97
Update 19.10.2018: Two month after TBP-Release Aviana is going to be nerfed - most likely because of this deck. Sadly they dont hit other problematic cards like Melon but i do like the fact they care about wild meta and balance.
However Star Aligner will still be playable: My guess for the new list is two Innervate instead of Biology Project and add one Ultimate Infestation for one of the tech cards. Two of Juicy Psychmelon might still be the way to go simply to draw one of them more reliable. The other one would still tutor the missing 10 drop and 2nd Star Aligner.
I will continue to play this deck every now and then. Even if its not that competetive anymore. See you there :)
Update 08.09.2018: I didn't have lots of time to play this week thus sitting between rank 2 and 3 so far. Gonna push for legend again later this month. Loatheb found his way as a stable in my list replacing one Poison Seeds. As many others said in the comments it's just too good in many matchups.
Update 01.09.2018: New season, still working! Teched in a Loatheb and tried some other stuff, because the bad winrate against shaman bothered me. ~61% winrate overall is pretty decent nevertheless. How is it working for you?
Update 31.08.2018: At the End of this season (= last 7 days) we all raised this deck to have the highest popularity (today even ~11%) and most games played in wild over all ranks from legend - 25. Not bad for something none of us had on the radar and laughed about even a week after BdP-launch. Well played, Star Aligner... well played, Sir!
(funny enough they labeled it a mill druid ;-) )
Update 25.08.2018: I'm happy to see lots of people reaching legend with this deck. Some even for their first time. Thanks for all your replies!
We are at almost 10% popularity on hsreplay now, over 7,000 games with exactly this deck and still have 62-66% winrate in the last two days. I can't believe this deck to be that strong even though everyone tries to tech against it. Maybe there is a nerf needed to keep wild mode healthy?
Update 21.08.2018: Wow... we are on the front page (druid only^^)! Thank you guys :)
No need to say... >68% winrate is insane!
Update 18.08.2018: Added a guide write-up below which contains all of the questions that have been asked. I also checked the actual statistic of this deck: Popularity of 6% with 2,400 games with a current winrate of ~66,5% (see hsreplay-link below).
Update 15.08.2018: Thank you all for your replies and questions! :-)
Exactly this deck is on hsreplay.net now as a new archetype! Risen in popularity to almost 5% and ranging between 65 an 70% winrate on average - thats awesome!!
-> https://hsreplay.net/decks/3QVFrmb1o0kC1YDerlrUWd/?utm_source=hdt&utm_medium=client&utm_campaign=mulliganguide#tab=overview (match-up overview in the spoiler)
Update 12.08.2018: Hit Legend!
After one and a half days of playing this deck i hit legend with an unbelievable winning streak of 87% wr (20-3) in the last 23 matches from high rank 4 to legend! Proof and pictures in the spoiler below:
Hej hearthpwn!
I just wanted to share this amazing deck with you all. The moment i saw the Star Aligner i wanted to build a combo deck around it immediately. Since there was no time during the week after the Boomsday release i started on saturday the 11th to build my version. I had so much fun with it and reached legend rank in wild easily within less than two days!
After exactly 99 matches this is my refined and actual final version of the awesome Star Aligner Druid.
I'm on 62% winrate overall (61-38) from rank 5 to Legend. My final version 1.3 of this deck has a whoping 87% wr (20-3) in the last 23 matches from high rank 4 to legend.
This is against all classes. A fantastic 11-4 vs warlocks; 9-1 vs rogues; 7-1 vs priests; 10-7 vs shamans, 2-0 vs warrior and 9-3 vs paladins. Even against hunter and all kinds of mirror (togwaggle, maly). Unfavored vs burn mage und highly favored vs big mage.
Interesting fact: This deck is kinda fast, too! 5.9 minutes and 8.3 turns on average per game only.
As this deck received some attention and lots of comments i'd like to write down some thoughts of mine and answer most of the questions i've heard here:
What is the combo?
Max = 4*14+4 = 60 dmg = Aviana + Kun the Forgotten King + Medivh, the Guardian + Brann Bronzebeard + Star Aligner + Star Aligner + Ancient Brewmaster on a Star Aligner + Star Aligner + 4/6dmg spellstone on Ancient Brewmaster to free a space on board + Flobbidinous Floop as a Star Aligner + Attack face for 4 (with Malfurion the Pestilent hero power). This can be useful against druid or warrior. I didn't need this maximum combo a single time, tho.
Normaly it‘s Brewmaster or Floop for 46 dmg. Or even only one Star Alinger in hand for 32 dmg or 30 without Malfurion. Still all OTK.
Against fast decks (Pala, Shaman, Zoo, Rogue) its always enough to deal 7, 14 or 21 dmg and clear their board without Brann or only one Star Aligner without Floop/ Brewmaster and develop an own board. No otk, but still game over since they have no answers to your board, so never wait for your otk-combo against those decks. Also against decks that loose some health early on (Control Warlock ;-) ), you can often kill them with some face dmg due to hero attack, Piper, Swipes, their own hero power and a small 14 or 21 dmg combo.
Why is this one so consistent?
Your only gameplan is "Ramp, Draw, Stall" where druid has so many insane tools for. As mentioned above this deck takes only 6-8 turns on average to end the game. Some guy in the forum did an OTK on turn 3!
As written above this deck has positive winrate against all classes. Hand disruption can end your game (Control Warlock) and really fast decks can overwhelm you when you draw badly (mostly Burn Mage and Even Shaman) - it's still a good matchup for you, which is kinda sick.
The main reason for its consistency is, you can do everything above "on the fly": Wild growth into Branching Paths into Nourish + Biology project into Spreading plague + Juicy psychmelon into your combo is an easy turn 6 "no otk, but win the game" against fast decks, where they can do nothing against it. Against slower decks you can take your time to draw more combo pieces (which normally happens automatically) to do an OTK on turn 7 or 8.
Why Star Aligner and not Malygos or Togwaggle?!
Well, most people said "you need so many combo pieces, this is way worse than togwaggle". As somebody who won over 300 matches with Togwaggle and Malygos Druid, i was surpised this is simply wrong and after testing a bit - this one seems to be even stronger to me. Also this deck is a hell lot of fun to play.
Pros compared to togwaggle and Malygos:
1) This version is much less fragile to hand disruption. Thats simply because your opponent can destroy any 2 of 6 minions in your deck and still loose. Only Aviana and Kun are important (and you can even win when you loose one of those, so there is no auto-concede like it is for Togwaggle normally). When they hit two of Medivh, one Star Aligner, Piper, Brewmaster or Floop you still have an OTK in hand. When they hit your Brann and one of the above, you still have 21 dmg, which is enough in most cases. Not to talk about these games where you have your combo in hand already and some Rat pulls your Aviana and your opponent has no answer to kill it immediately - that's funny :) Keep in mind you can also bounce back a pulled Kun or play a Floop-Aviana if you loose your Kun (see post of user TheStarsAlign in the comments: "Actually I have won games where I lost Kun, although it's harder to pull it off. Basically you want to play Aviana when you have Floop in hand so next turn you can either go for combo with the existing Aviana, or if they kill her - Floop Aviana and go on" and also "I have been saved by brewmaster bouncing a pulled Kun back to hand"). Against Togwaggle, your opponent has almost 100% chance to hit a crucial combo part; malygos is similar.
2) Compared to Malygos your deck is much more constistent. You dont have to add cheap spells for your combo and in case you dont have full lethal; you still clear their board and build your own which ends the game, too.
3) Compared to Togwaggle it is a huge advantage, that you just end the game when playing your combo. You dont have to play the game against Kingsbane or Gul'Dan, etc.. You dont have to care about your oppenents board killing you after your combo turn. You can simply play your combo and win.
4) It's way faster than the other combo decks. On hsreplay there is an average of 7.5 turns and 6.5 minutes compared to over 10.5 turns and over 9 minutes with Togwaggle.
Mulligan and when to play which card?
Always keep against all classes: Wild Growth, Nourish, Juicy Psychmelon - it's just the "i've already won the game"-combo.
Against possible Aggro/Tempo (= all paladins, shamans, warlock, rogue): You are happy to have a Spreading Plague and Branching Paths in hand. Ferocious Howl is fine, too. You also sometimes might want to keep Malfurion the Pestilent, since he is an important card against mirror, control in gernal and also against aggro and burn decks. The three always-keeps above are still core, since they win you the game on turn 7 or even turn 6 with coin or Biology Project. You just need some tools to survive which you normally draw reliably.
Talking about Biology Project: Awesome card, but almost never use it on t1 - it's a blunder in 95% of cases. When you have Wild Growth and Juicy Psychmelon in your opening hand though, Biology Project reads like: "you win this game on turn 7 or earlier". Just dont play it too early, but a turn or two before you can combo out.
Same is true for Juicy Psychmelon: It's not a t4-play, when you have a) other options in hand (e.g. coin+nourish or branching paths) or b) play against a control deck that likely has hand disruption (warlock exspecially). You like to play this card right before your combo-turn against those decks, when you already have other cards in hand that they can take away.
Branching Paths is a great utility card. It's normally either draw or armor, which depends on your hand and your opponent. Sometimes you can even win a game with furious 3 or 5 attack Spreading Plague.
Card choices
Most of the card choices should be obvious but i will write more about why i did not put in one specific card and chose some instead of other possiblities:
(No) Ultimate Infestation - I tried UI instead of one melon in the 1.2 version of my deck and it just didnt work for me. Fell from low rank 2 already back to rank 4 over 30 games which was the start for the above version.
What happened: I simply wasnt able to draw the combo reliable until turn 6 or 7 where i would have been able to reach 10 mana and play the combo normally. Even worse, when i didnt get melon but played UI without drawing all combo pieces I got a full hand with all the other 4-7 mana cards and had no chance to play a melon after that. So I had to survive additional 2-3 turns to empty my hand and play melon then.
Tldr: The moment you get 10 mana you want to play your combo in 70% of the games. There is no need and place for UI.
(No) Zola the Gorgon - i saw some lists running this and well... beside giving two golden copies of Star Aligner it's simply not optimal in this deck. Problem here is board space, because unlike Floop this needs two spots on the board and unlike Brewmaster this doesnt free a spot. You limit your possibilities so it's just worse than both.
(Yes) Medivh, the Guardian - for him beeing a 7-health-minion obviously. But on top of that: 1 more dmg with hero attack (which equals 30 dmg otk with heropower and Brann + double Star Aligner). And he fits the 8-mana-slot of Juicy Psychmelon, which is really important. I saw other lists / streamers running Charged Devilsaur (also 8 mana) or North Sea Kraken, which both are okay when you dont have Medivh, but I'd always prefer a 8-mana minion. Another cards nobody seems to have in mind is Defias Cleaner, which can silence deathrattles that are capable to destroy your combo like Sylvanas Windrunner, Obsidian Statue, etc.. All in all i like Medivh the most.
(Yes) Ancient Brewmaster over Youthful Brewmaster - simply because you want to draw Brann with Piper as your lowest cost minions. And mana cost of the Brewmaster doesnt matter.
Card replacements and tech options
Honestly i don't think there is much to refine in this decklist. There are some tech choices that can be considered, tho. The cards that come in mind to swap out are:
- one of Floop or Brewmaster (all in all, even if you don't need both Brewmaster and Floop normally, it's good to have both of them in the deck to draw one of them reliably, so you want at least two Brewmasters or a 2nd Piper if you dont have floop)
- one or both of the Spellstones (see Wrath below)
- one or both of Poison Seeds (this card has the lowest "played win%" in the deck because of its nature. It saves you some games, exspecially against Shaman, though.
- one or both Swipes - i'm not sure on this one yet as it seems really greedy, but some lists cut both of them for some of the below cards.
Tech choices are (in no particular order):
1) "Eater of Secrets as mages, pally, and now apparently a secret hunter have been bumming me out." (from muninns in the comments below) - seems a strong idea to me.
2) A 2nd Witchwood Piper - to draw your Brann even more consistent. Also seems like a good idea to me.
3) Wrath - for draw or some more control against an early board. I really didn't need it. Also it's always a close call between Lesser Jasper Spellstone and Wrath. Flexibility to draw is nice, but this deck is so strong in drawing cards; i didnt need it most of the time. And Spellstone is just better on removing bigger threads which are way more dangerous.
4) Loatheb - great tech against other druids and mages. Definitly a card to consider so thanks @ Rhapsody1198 and kizlyar for suggesting it in the comments!
5) Mulch - for some single target removal which druid lacks otherwise. Good against Warlock and Shaman.
6) Jade Blossom - for even more ramp; seems greedy, might work out.
7) Innervate - yeah, well. Sometimes it saves the game to be able to combo on 8 or 9 mana.
8) "I just subbed both Lesser Jasper Spellstone for two Naturalize and this save me a lot of times removing magnetized mechs or milling key cards from the opponent" (from TheWishmonster in the comments below). I like this idea! :)
</pre> <pre>
Card replacements are:
The above combo-version is optimal but never the less you can still play the deck succesful without Floop and Medivh so feel free to try it out even if you dont want to craft those:
Flobbidinous Floop -> 2nd Ancient Brewmaster
Medivh, the Guardian -> Charged Devilsaur or Cauldron Elemental or Force-Tank MAX or any other 8-mana / 7 hp minion.
Strategy against harder match-ups
Shaman - This is almost always even Shaman; i didnt face a single Shudderwock so dont care about those (they have no chance anyway). You always want a spreading plague in hand. Let them summon as many totems as they want and dont kill them. The best thing that can happen to you is them having a full board with only ~10 dmg that you can survive for a few turns easily. Keep in mind they run some burst spells like Jade Lightning and Crackle. Your game plan is to buy you 1-2 turns with a large plague into your combo and armor up with Ferocious howl and Branching Paths meanwhile. Use your combo even if it's no otk - they cant do anything against your board.
Wizard - if it's burn you're unfavored since they can deal too much damage in a short period of time. Try to mulligan for some armor gain, play around Counterspell (coin, biology project or spellstone to pop it) and Explosive Runes (dont let them kill your Aviana on combo turn; use a brewmaster or piper before or dont even care about it when you aim for fatigue). When you can keep their board in check and gain enough armor you win the game - it feels so good seeing them die to their Aluneth fatigue ;) Hardest matchup, tho.
Warlock - Zoo is easy to beat as all other aggro swarm decks. Control is an interesting matchup. Hand disruption is what we need to avoid; if they hit Aviana or Kun it's over normally; anything else and you're still fine.
Our biggest advantage: They are low on health most of the time by default so you can kill them with a small combo on turn 5-7 most of the time. If they are still below 8 mana you even dont have to fear a board clear and play your non-otk-combo with lethal on board the next turn.
Mirror - These matches are a hell lot of fun and so strategically. You're highly favoured against Malygos version since you're out of their range really fast, which is your aim in every mirror anyway. And about 50:50, maybe slightly unfavoured, against Togwaggle if he knows how to play mirror. This list has some advantage against some other Druid decks, that run only one branching path or poison seeds.
Against Star Aligner Druid: Keep in mind this duel normally goes to fatigue so dont draw too much and armor up as far as possible; keep Malfurion the Pestilent in opening hand and use your Branching Paths for armor only. Hit their face as often as possible (swipe, too).
If you cant otk them, stay out of their Dmg-range and be the second to do your combo. Keep at least one Seeds and Plague (sometimes even offensive with +attack from branching).
Against Togwaggle it can be a problem when he steals your unfinished combo from hand with azalina and draws the rest from your deck, while giving you an empty deck, so you loose to combo and/or fatigue. So turn the tables and empty your deck as far as he does, complete your combo first and play the above game (they normally have no clue how to play Star Aligner mirror and misplay this matchup). This is still a 50:50.
General tip - you normally dont have to care about your opponents board when playing your combo since it's gone in a few seconds. BUT if there is something that can interact with your board you have to be careful. As written above Sylvanas Windrunner, Obsidian Statue can steal/kill your Aviana after the first Star Aligner killed them. A Boom Bot or anything that deals random damage to enemies can hit your 7 health minions and disable the Star Aligner battlecry. Just be careful when you see something like this and if possible kill it before your combo turn. If not, give it a try and hope for the best. Obviously you also never ever want to kill a Deathlord during the game.</pre>
Closing Words
I hope you give this deck a try since it's a lot of fun and actually... well... as strong as a deck can be to deserve some fast nerfs honestly. This combo seems to be slightly problematic for wild and i dont see effective counters, since hand disruption is still not a really big problem (~70% wr against warlock) and aggro decks which normally hold combo decks in check have almost no chance against this. So i hope this guide will also help those who want to tech against this to keep the wild meta healthy :-)
And finally... english is not my mother tongue so sorry for all typos and whatever i wrote wrong. I will answer your questions in the comments and am happy for every +1 you give this deck. Thank you!
Have fun! :-)
Even Shaman is indeed my worse matchup, but for "worse" I mean that I'm almost on par (6-7 from rank 5 to 1). Spreading Plauge DOES improve your odds, but you are right: if they devolve your scarabas, you are done. My decklist runs also two Doomsayers, which are very good to slow them down at the beginning, or behind some scarabs later. I even had them devolved on the first turns, and even if it's not nice, it's one devolve less for the Spreading Plague.
It's indeed the worst matchup, but it's far from unwinnable, just a bit below 50-50
Yep, not unwinable, but, well I just hate it :) Interesting idea with 2 Doomsayers.
i have to share this game i had, probably the best game of hearthstone i have ever played.
https://hsreplay.net/replay/LEsizkYasznoJVbahtPxfC
I'm matching a lot of players running hate cards like rat/deathlord (and even more hate cards in case of lock). I'm thinking about a version with a higher amount of minions, which would counter these cards much better.. in particular these swaps:
Spreading Plague -> Giggling Inventor (this is pretty solid, many players do it already)
Poison Seeds -> Doomsayer (this is an interesing idea: it's even better against aggro, less against big priest or similiar, but on top of that, you can sometimes use doomsayer as an alternative 7-health minion to activate Star Aligner. Doomsayer is also much better with Giggling Inventor (usually much better than seeds into plague, and also cheaper), and sometimes you can even use it just to clear your own board for comboing next turn, something even more needed in a more minion oriented version
Biology Project -> Groove Tender (Ok, this is REALLY debatable.. but I like how it can just cycle when you are at 10 mana, and you can even use it to burn opponent's cards. It also nicely curve from turn 3 Groove Tender into turn 4 Nourish. I would still miss the higher ramp and the "coin" effect of Biology Project..
Witchwood Piper -> Mulch/Naturalize (with doomsayers, and maybe Groove Tenders, we can't tutor Brann anymore, and that's probably what I miss the most in these changes, but I see many people doing this even with the classic lists)
Jasper Stones -> Wrath (with more minions, I feel like Wrath should be enough to contest the early board, and the ability to be cycled, especially against control decks, seems far more interesting)
Have you ever tried some of these cards? The Doomsayer in particular seems like a very interesting option, and I'm surprised to not see it more often.. apart from the Piper exclusion that comes with it, it seems a really solid option.
I've run your version until rank 5, then switched to the mine above, since I was getting matched against too much combo hate. Doing pretty well: for example today I got 15-6 (71%) and I'm in the middle of rank 3 now.
I'm really liking the doomsayers against aggro, especially shaman and paladin. The lack of bran is not so terrifying as I was scared to, actually, but also keep in mind that with Wraths and Groove Tenders, the draw engine is incredible. It's also important to note that running Loatheb as I'm doing often lets you combo in all safety without an immediate kill, so Bran is not always so needed anyway. A single time I even used one to combo out in the face of a low life lock and kill him on the spot, but you should run something like a naturalize to follow this path more often, or you lose your board the next turn. I also think that doomsayer are really important if you run an minion heavier version, as sometimes you are in a situation (especially against control) where you want to combo out but you don't have space: doomsayer prevents your opponent from playing minions that turn, and empty your board for the killing blow with the combo
Groove Tenders: one good thing about biology project is indeed that it also act as innervate, and that's really good, but they have no body for dirty rats or for the board, and when you are at 10 mana they are almost useless. Groove Tenders surely aren't better in every way, they are just different, but the ability to cycle (and sometime even burn an opponen'ts card) is pretty good, and a body is often useful early on. The ramp is less of course, so I'm not totally sold on this, but when you need targets for you warlock opponent, they do pretty well ;)
Giggling Inventor: compared to spreading plauge, it just depends on the situation. Giggling is better if you don't run hard removals, as a single big minion can be held quite well, and often I've seen opponents really careful about swarming the board, in fear of SP, so the latter is not always so incredible. Overall, however, I think it really depends on the meta: SP is overall better against Paladin and Shaman, otherwise I'd go for the inventor.
I also really liked using Wraths instead of jasper stones usually, as I often make use of the cycle mechanic, however there were certain times against Shaman or aggro mage where a 6 dmg stone would have actually saved my life.. overall, however, I really liked the cycling option: these and groove tenders really let you browse through your deck quickly!
I also happened to test a Twig of the World Tree: I wasn't really sure about it, but It has saved my life more than a couple of times. I wouldn't run it together with the biology projects (too much ramp already!), but in this verion of mine it takes a pretty nice role, and also helps in a couple of interesting situations, as you can:
- combo out at 8/9 mana, if you played twing on curve
- combo out at 8/9 mana, even if you have a lot of charges on twig, You play Medivh first, breaking twig, and then you combo out
- comboing out at 9/10 mana even without Kun (and that's the thing I like more, as you are way more resilient to disruption): Aviana, Medivh or attack to break, and then combo out. It's true that you probably miss a star aligner activation this way (missing the 7 health kun), but when you just need a partial combo, your really like to have another out, especially for when you've not drawn psychmelon/kun yet, or you lost Kun somehow.
Overall, I would say that in a meta where nobody plays hate against us, your version would probably be the best.. apart maybe for the doomsayers (I REALLY liked them against aggro, and not only. They feel worse than Poison seeds just against Resurrect Priest). But if you happen to bump into a lot of hate, this version I'm trying seems better, and you lose just a bit of power against those non playing hate.
Oh, by the way, I really think that Loatheb is a MVP choice: it really seals the deal most of the time against anyway, even if you don't kill them outright. As long as you Bran the Loatheb (or get a second activation with Floop/Brewmastrer), the only ones you must be wary of are other staraligner druids, and Priests that have not played their DK yet, otherwise you just win with that partial combo anyway!
Some updates, since you were interested in my tests (I'm currently rank 1, my win rate from rank 3 was 71%):
- I ended up swapping Spreading Plague in again: usually Giggling is good enough, if not better, but there are two matchups (shaman and paladin) where the chances to win REALLY go up by playing plague
- removed the Twig: sometimes it has been good, and can play the role of Kun, but I really needed the slot for a hard removal: a single Naturalize works pretty well, and also works wonderful together with the Groove Tenders to burn a lot of cards in a single turn when against another control deck
- I'm still liking both the Doomsayers and the Groove Tenders a lot, they feel really solid and never a dead draw, reasons already outlined in my previous posts
- regarding the inability to tutor Bran: in most of the matchups I find that I can win with just a partial combo made as soon as possible (vs aggro), or either with a full combo where I'm not pressed about doing it immediately (vs control). The only matchup where I would need a full combo made quickly is against Resurrect Priest (or in certain situations against another druid, if he has not yet armored up enough, but that's uncommon). Overall, apart from the Priest matchup, where even Loatheb is not enough due to their DK battlecry, I don't miss so much the ability to tutor Bran
BTW, I've noticed that compared to your list I'm not playing the Brewmaster, but only Floop (I like it more because you can go Aviana, and the turn later Floop, when you have either lost Kun or you've lost Aviana to an explosive rune). The 60 damage combo is still hard to pull off anyway, given the removal requirement to free the board.
My worst score at the moment is against Shaman (6-7), but against all others I'm doing very well (9-2 against druid, 5-2 against warrior, 10-5 against warlock, 7-3 against rogue, 5-4 against priest, 3-1 against paladin)
Great deck!!! I just subbed both Lesser Jasper Spellstone for two Naturalize and this save me a lot of times removing magnetized mechs or milling key cards from the opponent. Thank you very much and good job!!!
I've just won a mirror match by milling the opponent's Brann with Naturalize :D
Really great Deck. Thanks for your work.
Stop lying about the 87% win-rate! This deck has to be 100% lol. I'm yet to lose a game. I'm just disgusted yet happy lol.
I really liked Loatheb to lock out for a turn mage and warrior, and win easily.
Unfortunately it does not really work well in the Star Aligner Mirror, as you can get your board wiped by the only-minion combo.. to this regard I've thought about a mad idea: running a Mana Wraith. If you do your combo with one or two star aligner, and the drop both Loatheb AND Mana Wraith, you are completely safe from anything, as Aviana costs 10, thus preventing the following Kun, and he can't even cast Innervate, and double battlecry Loatheb protects you against any spell like Plague or Poison Seed. He could at most DK hero power the wraith, but then he could not innervate/biology into Aviana because of Loatheb, so that's no way out anyway (apart that plus double biology into aviana combo).
Including the following attack, the total combo damage would be around 53-57 (14 more if you get a second Star Aligner together with a removal to make space). The attacking turn, however, you can still cast a couple of Swipes or even 1 or 2 attack-bonus branching paths +14 each. Without these additional options, however, the damage output would be on par with the standard floop+removal+brewmaster totalling around 60 damage, so this would not be always worth it.
On top of this, the Wraith inclusion would force you to opt out of the Piper, which is not that nice. In this case, however, I would also forget about Brewmaster and run only Floop or Floop+Zola.
The choice would of course be just for a meta completely full of mirror matches, but could make sense in the end, and for those already opting out of Piper (many do), it's just a slot for the mana wraith anyway.
I did not, because I'm not matching so many druids overall.. rather a good amount of control locks, that's why I've switched to a more minion heavy version. The Wraith is good only in the mirror, and losing the Bran tutoring power just for the mirror doesn't seem a good idea, unless the meta becomes Star Align Druid only, or almost.. it's true that my minion heavy version forgets about tutoring Bran anyway, but in that case I go for card choices that improve my match against all classes and deck running hate against me, and that's a tradeoff that I find valuable enough.
You need minions with exactly 7 health, not 7+. Also, the Star Aligner you just played counts as well when its battlecry triggers.
OTK at turn 9... this abomination has no right to exist.
I replaced one Poison Seeds] with Wrath . In my laddering experience it helps better with early game control
[deleted]
thanks for your work! what a disgusting deck, I like playing it :) but honestly it should be nerfed
if Juicy Psychmelon costed at least 6 and Star Aligner dealed 5 or 6 damage, deck would not so good. just my 5 cents
Thanks for sharing!
Spent 4800 dust to craft this deck. No regrets, so funny!