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Refined Heal Druid - 67 % winrate (56w/28l)

  • Last updated Jun 9, 2019 (Rise of the Mech)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Taunt Druid
  • Crafting Cost: 11480
  • Dust Needed: Loading Collection
  • Created: 5/18/2019 (Rise of Shadows)
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  • Tournament Decks:

    114

  • Ladder Decks:

    1547

  • Submitted By:

    Durschtel

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Hey guys. First of all I didn't create the core deck myself. Credit goes to Thijs, make sure to check out his stream. I refined the deck so it worked out best for me and im quite sure this is the best list around there since im pretty happy with every card in there.

Anyway I used the deck to climb from rank 15 to rank 5 in around 80 games. It worked out quite well for me and the deck has a few tricks and power swings that most of meta decks can't handle. Make sure to give the deck a try if you got the cards. If you don't have them I'd only craft it if you got spare dust or are interested in fun decks rather than tier 1 decks.

Card Choices:

  • Crystal Power: Its a core (heal) card of your deck. Dont hesitate to use it as a 2 Dmg ping or a 5 mana heal without Lucentbark on the board. In the warrior match (or control at all) keep it for Lucentbark. This heal card has a special value since you can use it in one turn with Gloop Sprayer[card] or [card]Flobbidinous Floop + Faceless Manipulator to create that huge swing turn in the control match up.
  • Bloodmage Thalnos: Synergizes with Swipe, Wrathand Crystal Power. Also it cycles through your deck and is a semi taunt card. Pretty useful over all.
  • Keeper Stalladris: Gives you a 6th heal when you use Crystal Power while this is on the board. Helps alot early in aggro match-ups if used with Wrath.
  • Ferocious Howl: Your only card that you can play before turn 4 (without coin). It helps to cycle and survive. Can be a bit tricky in control matchups since you often lose the oppurtunity to heal your own face for Lucentbark but you still have the option to heal their face or your minions.
  • Healing Touch: One of your heal cards to resurrect Lucentbark. Nothing special but its pretty cool this card finally found a way in a helfway decent deck. With the upcoming buffs to Gloop Sprayer you will be able to use both cards in the same turn which will even improve this card more.
  • Mind Control Tech: I dont like to play this card normaly but it saved me some games and helps with big boards which druids often struggle with. Added another one for the tough jaina matchups
  • Witching Hour: Only has one resurrect target: Witchwood Grizzly. Combine it with Archmage Vargoth for a huge swing turn.
  • Archmage Vargoth: Good in combination with Swipe and Witching Hour. Don't forget that you can screw yourself by playing another spell the same turn (eg. turn 7: coin vargoth Swipe only works 50% of the time)
  • Flobbidinous Floop: Super good card for this deck. Its one of your Lucentbark multipliers. If you fear they might have silences in their deck wait to have this card before you play Lucentbark.
    If really necessary you can use it for one of your tech cards (Thalnos, MCT, Zilliax, BGH).
    If you play your classic Crystal Power  to revive Lucentbark => Faceless Manipulator => Flobbidinous Floop make sure to use Faceless Manipulator first so you get three 4/8 Lucentbarks instead of two 4/8s and one 3/4.
    If youre really desperate you can even play this as a copy of Witchwood Grizzly (which kills itself) into Witchwood Hour
    As you can see its very flexible. and very much fun.
  • Juicy Psychmelon: It gurantees you to draw an Ancient of Lore and has a 50% to draw Lucentbark. Helps in control matchups but gets awkward when Gloop Sprayer gets buffed next patch and becomes 7 mana. Since I don't run Alexstrasza I might think about cutting it in future.
  • Predatory Instincts: Might be awkward to play two copys in this with only two beasts (2x Witchwood Grizzly) but its absolutly worth it. In my 80 games I won like 5-6 instantly cause a Hunter faced a 3/20 at turn 5. This card is your win conditon in aggro matchups and is the reason why you don't run Crystal Stag.
  • Swipe: Solid Druid card. Combine it with Bloodmage Thalnos and/or Archmage Vargoth to remove wide boards. Don't be afraid to use it as a 4 mana 4 Dmg card to remove Hench-Clan Thug or similiar threats.
  • Big Game Hunter: Very few lists seem to run this card but it works absolutly well for me. Helps with: Edwin VanCleef, Mountain Giant, Blastmaster Boom, a magnetized mech in the hunter match up and other big threats that druids lack options against after Naturalize rotated.
  • Faceless Manipulator: Don't hesitate to use it to copy something in the aggro matchup eg. taunts, something that got magnetized with Zilliax, your Witchwood Grizzly. It can also be a Lucentbark activator if you combine it with Zilliax.
  • Witchwood Grizzly: Combo card for the Witching Hour + Predatory Instincts pack. Creates huge walls and helps you survive.
  • Zilliax: Good control card. You can try to use it to resurrect Lucentbark but I honestly didn't manage to do it that often. Still pretty useful to survive and clear small stuff.
  • Ancient of Lore: One of your heal cards to ressurect Lucentbark. Even tho I said to save your heals in control matchups, I sometimes used this to cycle if I didn't have Lucentbark in hand and had no other play.
  • Gloop Sprayer: A win more card that helps you to multiply Lucentbark. This card helps you to get 4-6 Lucentbarks easily. It can be fine to play this to summon one Lucentbark (especially if you have Flobbdinious Floop in hand and are able to summon two more copys out of it next turn)
  • Lucentbark: core of the deck. The deck builds around multiplying and resurrecting this card. Also he's a tree.

cards i dont run:

  • Alexstrasza: Some people use it to get extra value out of Juicy Psychmelon but imo it's not worth it. You got tons of heals already, this does NOT resurrect Lucentbark, its super slow and you don't need it offensivly since you got immense value anyway. Only good part seems to be that you draw it for free sometimes.
  • Starfall: I played it for a bit but decided to cut it for Big Game Hunter. It isn't that bad and I honestly like the card so it might be worth trying it more (especially since it synergizes super well with Bloodmage Thalnos, Keeper Stalladris and Archmage Vargoth.) Might be worth it if you face alot of zooish decks.
  • Wild Growth: If it would still cost 2 mana it would be amazing for this deck, since you wanna reach four mana asap to play Predatory Instincts or Juicy Psychmelon depending on your matchup. Feels awkward to play this for 3 mana, Predatory Instincts the turn after when you have five mana and Witchwood Grizzly the turn after when you have six mana.
  • Doomsayer: I like it alot and it helps in aggro or zooish matchups early. If the meta gets more aggresive it might be worth a try.
  • Archivist Elysiana: I love this card and I tried it but it seems overkill even vs Warrior. It discovers alot of heals and creates immense value. It will cost 9 mana soon so it can be drawn with Juicy Psychmelon for free but its really not necessary.
  • Crystal Stag: Not worth to ruin your Grizzly package.
  • Wild Pyromancer: It's a tech against Token druid. I didn't face it that much and still won a fair amount in the few games so I believe there are better cards.
  • Proud Defender: I like it alot but as I mentioned before our turn 4 should be used otherwise. It's much worse than Tar Creeper unfortunatly, which would be auto run in this deck. If you wanna stabilze your midgame abit it might still be okay to run this over one of the tech cards.

Mulligan:

Gameplan:

  • vs aggro: Stall the game with big Witchwood Grizzlys and get copys of them in order to outvalue them. Don't hesitate to use heals on your face or minions. Don't force the Lucentbark too much if it's not necessary.
  • vs control: be greedy with your stuff and save it for Lucentbark if you can. Be careful with your heals. It might not be worth it to resurrect two Lucentbarks if you got two living ones on the board

matchups:

  • vs druid: keep the board clear so they cant buff it. They have no hard removal for your big taunts, so try to get them up and you're fine
  • vs Rogue: Don't get Sap'd and you're fine. If they sap you, you often lose if you dont get a good swing turn with Acidic Swamp Ooze (tech it in if you meet many Rogues), Archmage Vargoth or your removal cards.
  • vs bomb warrior: don't take too much damage early and don't let their minions hit your face else they might be able to rush you down.
  • vs control warrior: be greedy, outlast them. they have two Brawls and you got at least 6 heals to resurrect multple Lucentbarks.  Easy matchup
  • vs mage: BGH the Mountain Giant. You have to get your wall up before they get their Conjurer's Calling turn else you might be in trouble. tougher matchup but I didn't face alot of them luckily.
  • vs hunter: your Witchwood Grizzly  package, combining your removal cards with Bloodmage Thalnos, Archmage Vargoth and Keeper Stalladris and your heals outlasts mech and beast hunter early. Even if they play the beast version with secrets and the death knight who recasts all spells you outlast them once you got your Lucentbark wall up. 

 

 

 

Edit: i just hit rank 3 only with this deck a day before the season ends. 80 wins, 43 loses: 65% winrate
New Edit: im 102w / 55l now totally. rank 5 again

 

The deck might not be straight forward and you got to get used to it since its very flexible with its cards. It's very fun to play and you can really beat any deck. If you like it please leave a like since this was a ton of work. Have fun with the deck and feel free to experiment and tell me how it worked out for you <3 Feel free to ask questions if I missed to explain some part of the deck!