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Miracle Druid

  • Last updated Nov 28, 2014 (Naxx Launch)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4080
  • Dust Needed: Loading Collection
  • Created: 11/28/2014 (Naxx Launch)
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  • TheChiv
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  • Battle Tag:

    thechiv#1153

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  • Total Deck Rating

    1117

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Miracle Druid is a very interesting and fun deck. What happens when you take token druid and combine it with the draw engine of miracle. Answer a lot of shocked faces. Miracle druid plays in many ways like both token druid and miracle rogue. 

Mulligan's

Your mulligans will depending a great amount on what you face, however there some tried and true methods from the past that still hold true.

General: Wild Growth, Innervate, Shade of Naxxramas, Wrath. These will be standard in almost every match up

Warlock: Zoo is still the most common match up on ladder, so you will want to follow the general guide. Claw, and a Swipe are also really great to get in you opening hand and should be held onto, just to buy you some time. In tournaments, Handlock is more relevant thus keeping a Big Game Hunter and a Keeper of the Grove is very important.

Huck Funtard: This match up is really easy for this design. Claw, Wrath, Swipe are all great to get in your opening to clear away their early game. Now as this deck lacks any taunts you will want to use your Ancients of lore to restore health to stave off Funtards burst potential.

Important play strategies

1.Most druid players greedy when it comes to card draw. Do not look for the quick 1 card draw but look for the longer term draw to give you options. After all thats why you have a Gadgetzan Auctioneer

2.Turn 7 is a great turn for the Auctioneer as it you can easily get draws with most of your utility spells to or use Moonfire to pull into your finisher combo.

3. Ragnaros the Firelord is such a great turn 8 play. If they do not have the hard removal they will trade their board to remove it and have nothing left for the turn 9 Force of nature combo. Not to mention it catches a lot of players off gaurd.

4. Claw is a great filler on the back end on turn end for your force of nature. can give you just enough reach to finish off your opponents.

Check out check out Yhone guide TheChiv in its play style and theories in this weeks Deck Talk. Side note he was very nervous as this was one of his first media interview and show appearance. Dont let that fool you though the mad is a tactical genius, long as he isn't trying to weave in some bm lethal. :)