Burst Taunt Druid (Easy rank 5)
- Last updated Aug 26, 2018 (Boomsday)
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Wild
- 12 Minions
- 17 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Taunt Druid
- Crafting Cost: 10560
- Dust Needed: Loading Collection
- Created: 8/26/2018 (Boomsday)
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Total Deck Rating
92
I present to you a twist of the good, old taunt druid; a twist that adapts to the current meta and performs better in it.
This deck is basically a quicker version of taunt druid, where you have cheap but healthy taunts to bait removals with and to fill up your Hadronox. That allows you to play it quicker and burst your opponent down with Strongshell Scavenger and Savage Roar. Juicy Psychmelon gives you an extra chance to draw your Hadronox, along with The Lich King to add to your resurrection pool.
In many cases, Hadronox wont be enough. That's when Flobbidinous Floop comes into play, turning into another Hadronox and another wave of taunts for your opponent to clear.
The reason behind why this deck is so successful is because it's powerful against nearly all matchups. Cards like Druid of the Swarm, Crypt Lord and Giggling Inventor are very good against Zoolock, Odd Paladin, Odd Paladin and the likes of those, but they aren't dead cards against the slower decks either as they are nice bait for removal and they add into the resurrection pool of Hadronox.
Card Choices
Juicy Psychmelon: This card gives you another chance of drawing Hadronox and often gives you the possibility of playing The Lich King ahead of it. It removes those dead draws from your deck, allowing you to draw your other key cards. If I were to replace it, Branching Paths would be the card to take its place as another way of bursting your opponent, drawing other cards or gaining armor and possibly upgrading your spellstones. The reason behind why it's not in the deck at the moment is because the Scavengers and Roars are already enough, and having Branching Paths and the Psychmelon in your hand simultaneously will make playing Ultimate Infestation on turn 10 without overdrawing.
Zola the Gorgon: This is a recent addition to the deck and it's been very successful. Being able to play it on a Scavenger to get that enormous buff another time in the game, or on an Inventor against aggressive decks, or even on Hadronox at times, is extremely rewarding and game-changing.
Useful Tips
1. Hadronox + Naturalize: This is an amazing way of unleashing your wave of taunts. In most cases, it's actually the way to go. Otherwise, your opponent might transform it or silence it.
2. Strongshell Scavenger: If you have a board with a couple of taunts and feel that playing it is the right play, don't hesitate. Sometimes, the early pressure can win you the game. Holding onto your Scavenger until the perfect turn might turn out not to be that perfect as it might be too late.
3. Flobbidinous Floop: This is similar to the previous tip: Don't milk your minions. Floop can be powerful as another Scavenger, another Inventor or another Lich King. It might be what's enough to swing your games around or grant you the victory.
If you plan on playing Hadronox and then replaying it with Floop, DON'T PLAY ANY MINIONS IN BETWEEN. It might seem obvious, but is surprisingly easy to forget.
GOOD MATCHUPS: Druids, Shamans, Warriors, Odd Rogue, Zoolock, Control Warlock
OKAY MATCHUPS: Paladins, Hunters, Pogo Rogue, Miracle Rogue, Evenlock
BAD MATCHUPS: Priests, Mages, Quest Rogue
damn, this deck packs a strong punch, once you get that hadronox out and then get the boar filled savage roar does the rest.
i had a full board with two savage roars and the litch king card that buffs and makes spell immune, very strong.
might sub one of the infestations and psycmellon for two branching paths since you dont need the direct draw too much since this deck plays on curve well, and branching paths gives you alot of options.
fun deck, alot of potential in this meta
so i subbed two infestations, and both nourish for one ferocious howl, two branching paths, and one witchwood grizzly. kept the psyc mellon. with the branching paths, psycmellon, and the howl for draw i figured that you dont need nourish much concidering you dont need to ramp much to get your minions out. seemed to be a good change for me, let me know what you think.
so far im 5/1 with the deck, so doing well with it
i put back the two nourishes, but every time i had ultimate infestation i always would mill and never found a time to use it where i didnt have 5 plus cards.
i think just different play-styles.
i really like branching paths in this deck, because you can sometimes simply gain 12 armor and that is so useful against decks like odd rouge.
and flobbidionous floop has some nice iterations with this deck. if youre against agro its saved me to use him after giggling inventor. you can also get extra litch king or hadronox obviously and zola them.
the main trouble ive had playing this deck has been against kingsbane rougue, when they just vanish whatever board i have twice and i cant combo them
thanks for posting tips and such for the deck, most people beg for upvotes before they post info on the deck.
maybe void ripper should be considered in this deck for gettung lethal with all the high health minions
Replacement for flobbidinous flop?