Favorite this Deck

Token Druid V2.0 [LEGEND]

  • Last updated Apr 21, 2019 (Rise of Shadows)
  • Edit
  • |


  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Token Druid
  • Crafting Cost: 3100
  • Dust Needed: Loading Collection
  • Created: 4/14/2019 (Rise of Shadows)
View in Deck Builder
  • JamieG
  • Registered User
    • 5
    • 8
    • 28
  • Battle Tag:


  • Region:


  • Total Deck Rating


View 3 other Decks by JamieG
Export to

Check out my new Token Druid V3.0 updated list out now!

Hey Guys!

Just wanted to share the Token Druid deck I used to get to Legend over the past few days. It's so strong in the meta right now, and I had a positive winrate against all decks, including other token druids. Be sure to read my guide if you're new to token decks, or want some extra advice on playing this specific build!

I went 23W-5L overall with this deck from rank 5 to Legend, with a 75% winrate (9W-3L) against other token druids. 

What makes this deck so strong is the way that you maintain pressure on the opponent, and the burst potential with Power of the Wild, Savage Roar, Blessing of the Ancients and Leeroy Jenkins is insane. 

Eccentric Scribe is one of my favourite tools in the deck. Everyone seems to be sleeping on the card, and it's won me too many games to count. Its high attack makes it threatening and a must kill for the opponent, but once they pop it, you have four 1/1's which are ready to be buffed up and OTK the opponent. It's also amazing against control classes like warrior, as it leaves you a board after they brawl; it's like a built-in Soul of the Forest. Insane!

Archmage Vargoth is also a key component of the deck, and if they can't kill him after u drop him on turn 4 it's basically game over, as he snowballs out of control with all of the buffing spells.


As this is a token deck, we're looking for an efficient, low curve. This means that we want to use all of our mana each turn, to have a better chance of steamrolling the opponent.


Acornbearer, Argent Squire, Dire Wolf Alpha, Dreamway Guardians. EITHERLandscaping or Microtech Controller, and Power of the Wild or Blessing of the Ancients.

If you already have a 1-2-3 play, Archmage Vargoth should also be a keep, as it's a must kill for the opponent on turn 4.

Against other Token Druids, we want to keep a Swipe aswell, as it's a great play to obliterate their board on turn 4. (Against Wispering Woods)


As I said before, we want to play aggressively to win the game as soon as possible. However, there is a limit to this aggression. Part of playing this deck is knowing the opponent's deck as well - specifically their counters. There's a lot of Mage and Warrior roaming around right now, so it's important that you know their board clears, and to play around them; by either trading your minions with theirs to prevent their spells from getting much value, or holding cards in your hand for the same reason.

Mage has Blizzard and Flamestrike. When it's approaching turn 6 and 7, you might want to keep your board relatively small, or try and buff your minions to above 2 or 4 health if you can.

Warrior has Warpath, which can come down as early as turn 2, so you need to be mindful not to over-extend, and to not overload on the number of un-buffed minions you allow to stay on the board on turn 2, 4 and 6 especially. They also have Brawl, but we can counter this by playing cards like Soul of the Forest and Eccentric Scribe, which give us value on the board even after our minions are dead.

Always check if you have lethal - sometimes it's when you least expect it. If you have 3 2/2's on the board, pair them with a Savage Roar and one of the buffing spells, and that's 17 damage to the opponent's face. A few tokens can go a long way!


Although this deck is relatively cheap, it's still early days in the expansion, so here are a few replacements if you don't feel like crafting anything yet - or are tight on dust.

Leeroy Jenkins out, for The Forest's Aid

Sea Giant out, for Scarab Egg

Dreamway Guardians out, for EVIL Cable Rat

Wispering Woods also works great in this deck, so if you have the card and want to play it, I recommend to take out Argent Squire

You can also remove an Argent Squire and add an Acidic Swamp Ooze if you find yourself facing tempo rogue a lot.

You also might want to include Crystallizer or Floop's Glorious Gloop if you have them and want to try them out, as they have synergy in this deck aswell. 

If you have any suggestions or questions, drop them down below.


Cheers :)


For the HS Replay of this deck click below!