[RoS] Token Druid V3.0
- Last updated Apr 30, 2019 (Rise of Shadows)
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Wild
- 12 Minions
- 18 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Token Druid
- Crafting Cost: 2040
- Dust Needed: Loading Collection
- Created: 4/18/2019 (Rise of Shadows)
- JamieG
- Registered User
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- 5
- 8
- 28
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
420
HS Replay for this deck: https://hsreplay.net/decks/a6nhOwASYd66uSCVNtFlRb/#tab=overview
Hey Guys!
So, you've probably already seen my Token Druid V2.0. In that deck, I put my own spin on the already popular archetype. I was able to reach legend a few days into Rise of Shadows, and from the great feedback you guys gave, and over 50000 games played on HS Replay, It found its way into the meta.
Over the past 7 days, however, the meta has changed dramatically. Tempo Rogue has risen, and Control Bomb Warriors have come together in an attempt to squash Token Druid as we know it. We must fight back stronger ladies and gentlemen. I took it upon myself to create the ultimate Token Druid deck, that anyone can play, and to reclaim the RoS throne for us Token Druid players once and for all.
So here's a bit of background information about Token Druid V2.0:
-Lowest two winrates were against Rogue (49%) and Warrior (51%).
-Highest winrate against Hunter (69%)
-60% winrate against all other Token Druids.
VERSION 3.0
When I first began to formulate a V3.0 for the deck, I looked at the flaws in the list, and it's bad matchups. These were, as I mentioned: Rogue and Warrior. What I found was missing from the deck in order to overcome these two prominent classes was consistent board refill against Warrior, and a sharp enough opener to beat Rogue. (Yes, even if they coin SI:7 Agent on turn 2)
What these two classes have in common are weapons, so Acidic Swamp Ooze was an auto-include. I even experimented with having 2 copies, but it seemed too wasteful of a slot, and it harmed the deck in other matchups.
For the board refills, Wispering Woods was an obvious choice, which I left out of the prevous version. Even though we don't have Keeper Stalladris, it's still easy enough to get 5 or 6 wisps on the board on turn 4, which is exactly what we're looking for.
On the aggressive side of things, i realised that Knife Juggler paired great with the newly added Wispering Woods, as well as all of the other swarm-type cards, like Microtech Controller and Landscaping. The excess in 2 drops in the deck means that you'll always be able to curve out on the early turns, which is vital for crushing any opponent.
GAMEPLAY
As gameplay goes, not a whole lot has changed from Version 2.0. The deck should feel a lot more consistent, and you should have a lot more steam when reaching the mid-game (turns 4-7). For late-game, we now have 2x The Forest's Aid, which means we can fill up the board four times thanks to twinspell, which is impossible for control warriors to deal with.
Against control classes like warrior, it's so important to play around board-clears, which i'll go into in further detail later on. This means holding onto certain cards in your hand if you think there's a chance your board could get wiped (like going into turn 5 vs priest - Mass Hysteria). If you manage to bait out all of the opponent's board clears, they'll have no answers when you consistently refill with tokens, and that gives you a perfect opportunity to Savage Roar, and OTK them. If you're careful to not over-extend on the board I can assure you that you'll have much more success playing the deck, or any aggro deck for that matter.
MATCH-UP GUIDE
Here are some tips for playing against other top meta decks:
Tempo Rogue: You want to play as aggressively as you can in the early turns to make it impossible for them to come back. This means you're looking for Acornbearer, Dreamway Guardians, Landscaping, Argent Squire, Dire Wolf Alpha, Knife Juggler and Microtech Controller. You especially want Acidic Swamp Ooze, as this is the key to winning the matchup, and will improve your winrate against rogue massively. Drop it as soon as they play Waggle Pick, and you should also be able to send a minion back to their hand from its deathrattle. From there you should have enough tempo to steamroll them and win the game.
Control/Bomb Warrior: This deck has four board-clears; 2x Warpath and 2x Brawl. Playing around these is vital, and can be done by playing cards like Soul of the Forest and Eccentric Scribe, which give you value on board after your minions die. It's also very useful to have Acidic Swamp Ooze as well, as it can get rid of a Wrenchcalibur, Supercollider or a Weapons Project. For the mulligan, you'll want the same cards that I stated for rogue. You want to keep demanding an answer from the opponent with swarm cards like Wispering Woods, and once they're all out of board wipes, you drop The Forest's Aid and try to burst them down.
Murloc Shaman: Against other aggro decks, it's important to fight for board control. You almost never want to go face until you've clearly got possession of the board, by making value trades after using buffing spells like Blessing of the Ancients, Power of the Wild and Soul of the Forest. The mulligan is the same, but instead of looking for an ooze, you want a Swipe. It's great for killing an opponent Scargil on turn 4, or a Murloc Warleader and a few other smaller minions.
Zoo Warlock: This is a harder matchup than murloc shaman, but the gameplay tips are roughly the same. It's important to try and get a board early, and Swipe gets some insane value as most of their deck is just 1-drops. Try and kill their Magic Carpet as early as possible, before it gets too much value. Use cards like Soul of the Forest to make favorable trades, and don't worry about over-committing to the board as they don't run any clears.
This deck is not meant to be a budget deck, but it just happens to be really cheap, with no legendaries (except Archmage Vargoth, which you get for free), so you probably already have all of these cards anyway.
As always, if you have any questions or suggestions, let me know down in the comments below.
Jamie G :)
I replaced the two Wispering Woods with two Explodinator and it works fine. Not as good, but it's decent if on a smaller budget.
I just played this deck to day and i had a hard time at the start winning Games. After I had figured out the deck a little more, i started winning way more games! I recommend this deck very much :)
This deck is quite awesome tbh! I managed to climb up from rank 16 to rank 10 in 1-2 hours and I had like 90% won games. Such a nice record for a budget deck.
why squire over crystallizer? Also vargoth barely gets value, unless oponents draws bad,and if that happens you are already ahead. It is like a win more card.
I agree with the fact that it's a win more cards but it's also nuts if you pair it with Swipe to clear the board, where in that case it allows you to make a huge comeback against other aggro decks. Same with Soul of the Forest, as you double up on the deathrattles.
Also, Argent Squire and Crystallizer could be interchangeable within this deck, but I prefer the divine shield as it's better when argent squire is buffed, and gives you a free trade against comething like a treant, and is also better with Dire Wolf Alpha.
found that the deck I struggle against most with this is control shaman, any tips on how to deal with them?
-x1 Acidic Swamp Ooze --> +x1 Leeroy Jenkins I found that weapon removal is not as strong as you mainly use it against control warrior and tempo rogue,both of these matchups rely heavily on you getting the board early and rushing them down so weapon removal was I believe a little slow
-x1 Knife Juggler --> +x1 Spellbreaker Not a whole lot here,I found that spellbreaker can be of tremendous value againsts almost every top deck ATM,I decided to cut Knife Juggler simply because I felt this was the least powerful early drop in the deck .
72% winrate as of right now ( ranks 5-2)
Mad Summoner. Probably bad but food for thought.
Is slow due to it's high cost and is hard to combo with a buff due to that. The opponent also gets the minions, which requires you to an aoe clear, where alot of Token Druids only run swipe, and making this combo cost 10 which is way too high a cost and way too slow for such a little gain. But true, food for thought when new cards are printed in the future.
You summon Mad Summoner and then cast Swipe on the opponent's face. You summon a 4/4 and 6 1/1s and you clear his board by using 10 mana in total. Then your opponent casts swipe on 4/4 and kills all your minions. You used 10 mana to do this combo. But your opponent used only 4 mana to destroy your combo. It's really a terrible idea.
I have been trying out your deck and it's been working quite nicely like your V2.0 version. I was thinking about making some changes with
-1 Wispering Woods for for +1 Force of Nature for more consistency when you've emptied your hand, since I never get the same value out of the 2nd Wispering Woods I play as I'd like to and -1 Eccentric Scribe for +1 Tending Tauren as I haven't had much use for the Eccentric Scribe. What do you think?
The reason you play x2 Wispering woods is because being able to play it on curve at 4 mana is a huge value play so you want to maximise your chances of drawing it. Eccentric scribe is not always useful but it can easily win some bad matchups ( like tempo rogue) where the deck is not able to remove both the 6 attack threat and the four 1/1 threats in the same turn allowing you to make some value plays
But the punish of drawing the second one lategame without many cards in your hand, can just straight up lose you the game because of it, normally if I don't start with Wispering Woods in my mulligan, I don't keep cards that goes well with it, and might look for a more early aggresive opening hand with cards like Argent Squire and Dreamway Guardians
If your opponent is still alive at late game, then you'll probably lose it already. That's how it works for this deck. It doesn't have draw, discover, it's running out of resources quickly. But it's so aggressive and makes you kill your opponent before late game most of the time. That's the point of this deck already. Complaining about the late game potential of this deck doesn't make sense imo.
Yes, with 2x The Forest's Aid you have no lategame, and if you haven't won by turn 2 you lose the game. Because that's how the deck works.
First of all, thank you for all your effort.
Tho i think this deck is worse then the V2 token druid, wisps didn't help me a single time in like 20-30 games. Really i used it 2 times only, always endgame when i have 2-3 cards in my hand. Maybe just unlucky mulligans. I Replaced the wisps for cenarius and munchmulcher, some high lvl cards seem to work since every class know about token druids and run massive AOE's.
I'm done with token druids for now, Mages and shammies seem to take over. Well played.
Nice name you have there elel
Decent deck. I've been playing slight variants of your V2/3 decks. First time playing a season in about 1.5 years. I did r25 to r10 with a 71% win rate.
Currently running V3 but with
-1 x Wispering Woods
+1 x Spellbreaker
Another dumb deck. If you're behind on board on turn 3-4 you can just concede. Nice game.
THIS DECK SUCKS SO HARD, SO HARD...