Ancient Stag (Heal Token Druid) 70% WR (Rank 10-2)
- Last updated Jul 30, 2019 (Rise of the Mech)
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Wild
- 10 Minions
- 20 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Token Druid
- Crafting Cost: 8800
- Dust Needed: Loading Collection
- Created: 7/28/2019 (Rise of the Mech)
- ManThighs
- Registered User
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- 8
- 32
- 99
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Battle Tag:
ManThighs#1174
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Region:
US
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Total Deck Rating
369
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- I made a custom variant of the highly popularized token/zoo druid. My sample size, albeit small, were from ranks 10-5, in which I didn't lose a single game. The heal package helps with the mid-game and survivability. The deck is really quite excellent and I would 100% recommend giving the deck a try.
BIG UPDATE:
- Just hit rank 2 with the deck. Faced lots of Warriors and changed up the deck a bit. I now run Snip-Snap in the 3 slot. It's immune to Dyn-O-Matic and can be played in the early, mid or late game. I found it especially useful against control warriors on turn 6. They would exhaust a heavy amount of resources on a singular card, freeing up your massive late game options.
- I also tried other cards as a 1 of in the Nourish slot, but I didn't find them as useful. As clunky as double nourish may feel sometimes, it really is the make or break in Warrior matchups, and to some extent mage/hunter matchups as well. In over 3 occasions today, I had games that I could have one if I hadn't cut that 1 extra nourish. Generally, top decks in this deck are weak, that's why you need Nourish to keep pressing the advantage.
It really depends on each matchup. Generally if you have stalladris in hand you want to keep the Crystal Power to combo with keeper. It is alright to deal damage with a crystal power but if you have a card like Crystal Stag in hand, and aren't close to the healing threshhold you might want to consider saving it for heal instead. Eg. If I had a crystalizer opening with Acornbearer to follow and crystal power and crystal stag in hand, I would use crystal power on my face on turn 2 with the acornbearer. If I had crystal power in hand and have a solid board that could be threatened if you don't remove X minion then you generally want to use the card to deal 2 damage.
Generally current Board State is more important then max value. That's why it's sometimes ok to play a standalone stag. You just gotta analyze the state of the game and matchup and make the best decision. My battletags in my bio if you want to add and spec.
So is it alright if you deal damage with one of the crystal powers if you don't stalladris it or should you primarily just heal yourself with it always? But I guess that's a situational thing probably should heal first so I have the stage there for me early when I need them unless I really need to get a rid of a minion. So my real question is how do I know when I should stalladris crystal power and not something else?