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[Wild] #54 Legend Even Druid

  • Last updated Apr 13, 2019 (Rise of Shadows)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Token Druid
  • Crafting Cost: 6820
  • Dust Needed: Loading Collection
  • Created: 10/12/2018 (Boomsday)
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  • Hylung
  • Registered User
    • 4
    • 26
    • 35
  • Battle Tag:

    #1855

  • Region:

    US

  • Total Deck Rating

    56

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Legend proof: https://twitter.com/Hylung/status/1050495352510578688

GENERAL

Always full mulligan for 2-drops. The only time I wouldn’t be tossing anything that isn’t a 2-drop is for instance on the coin with 3 2-drops and a 4 drop or something. You need to get early board usually, and the only way you reliably do that is with the 2-drops. You generally start out pretty aggressive, build a board, push damage with buffs. And when you get wiped, you have stuff like Tending Tauren and Spreading Plague in some cases to make another board and go again.

Mire Keeper more often than not is used for ramp, not for a body. I only rarely used it for the 2/2, when I was behind cause I missed a two drop (and even then I didn’t always, depends on hand context. Might ramp still if I have a good 6 Mana play.) or I didn’t have really any big cards. You generally want to ramp because combo-ing your cards and buff together are powerful, Tending Tauren is underrated, and UI is busted (duh).

If my hand is looking really good based on the matchups and I have UI in my opening hand, sometimes I will keep it because it tends to be a very important card.

Branching Paths is also very good, the ability to have both crazy damage output, but also healing in the aggro matchup is really clutch. Lets you stall if you just need a turn to chuck damage out of your hand. Have won games because I’ve “Reno'd” with double Branching Paths.

Fandral Staghelm combos are good, but don’t save him for those, I will almost always jam him on 4 unless my hand really says otherwise. His threat by just being on the board is very powerful, some opponents remember that, some don’t, those people usually get rekt.

Savage Combatant is a great removal tool and also can really rack the damage. Blackwing Corrupter at worst, but don’t be afraid to just use it, even if it’s just a turn 4 play, cause he demands an answer.

MATCHUP SPECIFIC

ODD ROGUE:

Druid of the Saber is really good in this matchup in particular (Stealth 3/2 is legit). It denies Odd Rogue the ability to use their dagger early game to control the board, and you can use that to your advantage with stuff like Druid of the Swarm to eek out a lot of value in the early game. Golakka Crawler is mainly in the deck for this matchup, I tend to hold it if I can tho, I don’t usually play it on the first pirate that comes down while I have it in hand unless my hand dictates so, think about what plays will be coming up for you later and if it might fit in better and get better value later.

EVEN SHAMAN:

Generally, try to keep their board clear at all times, even if the trade might seem a little excessive. You don’t want to give Dire Wolf Alpha, Flametongue Totem, or Sea Giant more gas. Find the right time to get that extra damage in here or there. Once you’ve won the board, it tends to be pretty easy to keep it, besides a Devolve into Maelstrom Portal, they don’t have a bunch of comeback cards besides using their damage to clear your stuff, which you’re generally pretty happy with because that means you’re winning.

ODD PALADIN:

Odd Pali is a bit of a different matchup, you really want Druid of the Swarm if you can get it, and this is a matchup where I would keep Swipe in my opening hand if I got it, and potentially even a Spreading Plague if the rest of my hand is already solid. You need to leverage all of your minions and hero powers as much as possible to keep the Silver Hand Recruit countdown. It is significantly easier with the 1 Mana HP. Keep general control of the board, you don’t have to kill everything, but keep their board tiny and getting chip damage. Getting good Spreading Plagues and having Swipes and Druid of the Swarms are also really key in this matchup.

RENOLOCK:

Not as much on this, you play a more standard aggro style in this matchup. Druid of the Saber and even the 3/2 from Power of the Wild into Mark of Y’Shaarj is one of the strongest early plays you can make, and it can push a lot of damage. This matchup is pretty dependant on how they draw, aka them getting Voidcaller into Voidlord (Mal'Ganis is bearable, Voidlord to less of an extent unless you can leverage the deathrattle for a good Spreading Plague.) or having perfect clears and answers. Play well and try to play around AoE but there’s only so much you can do. This is probably the hardest matchup, at least for me.

TOGG/STAR DRUID:

You want to get similar starts to the Renolock matchup. This matchup, however, is a lot easier. You don’t generally need to play around Spreading Plague from my experience, because a lot of Poison Seeds doesn’t really screw you over, and you have so much damage and buffs with the double Power of the Wild, Branching Paths, and Tending Tauren. They tend to not be able to handle your board eventually unless they draw the nuts. Try to ramp with them because the deck is more powerful when it can combo multiple buffs for a big burst of damage.

SECRET HUNTER:

Didn’t run into this too much, but there were a few. Play well with the secrets, clear Secretkeeper, Cloaked Huntress. Hope you have Spreading Plague for Spellstone if you’re behind. Other than that, this matchup is pretty straightforward, similar to other aggro matchups. Keep board, then push damage, just be wary of Spellstone.

BIG PRIEST:

Play like against Renolock or Togg/Star Druid, but honestly, you’re just hoping and praying they have bad hands and that things don’t line up for them, cause there’s not much else you can do. So again I say, screw Big Priest.