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Druid Midrange GvG

  • Last updated Dec 8, 2014 (GvG Launch)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2720
  • Dust Needed: Loading Collection
  • Created: 12/9/2014 (GvG Launch)
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  • Battle Tag:

    TheDeadPoet

  • Region:

    US

  • Total Deck Rating

    36

View 9 other Decks by Remhouse
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Hi everyone, this is my first time posting a deck here on Hearthpwn. Hoping to get some constructive reviews. Here's my first deck.

 

The first thing I looked upon was this : Do I want (or not) to play Wild Growth in this midrange deck. When you retrieve them for two 2-mana cards, is actually soften the mana curve with playable things on the board on turn 2 (or 1 if coin or still, Innervate).

 

The main goal of this deck is to look upon gaining control of the board during the early turns to unload a bunch of minions during the midgame. By efficient trading and sustained damage, I find myself able to earn more victorys then defeats on the ladder (I'm 8-1 with this deck since I let it in that state).

 

The Anodized Robo Cub is one the greatest reasons I'm believing this deck can actually have a good first hand. The addition of these 2 new minions from the Goblins vs Gnomes expansion is something pretty strong in term of ''early playable minions''. Since the dawn of time, ramp druid and midrange druid have taken control of the board by using versatile minions like Druid of the Claw, Keeper of the Grove and the Ancient, who offers a choice between two effects. With a 5th addition to my playlist, the Cub is a taunter, that can offer some good early trade with the choice between 3/2 or 2/3. This can seems like a little buff, I mostly consider it as a board control tool. A taunt + something more tanky/offensive on turn 2 is quite a good response to some early aggro decks (AKA the Hunter and the Warlock). 

The second addition is the Grove Tender. I add 1 place left after filling my cores and regular minions, I decided not to add a second Yeti or a second Spectral Knight over this 3-mana cost efficient minion. Why ? Adding 1 card to each hand or 1 mana can be an interesting way to actually turn the tide of a game. Why ? You add a minion to the board and you gain 1 card or 1 mana for a bigger card put in play for the next turn. By suiting your needs, this card can help a lot. However, I only put one to not do this twice during the same game. 

 

The core creatures run around some big minions, that'll stay on the board and can trade efficiently.

Haunted Creepeer : Good creature for 2-mana. Good board presence. Hard to kill.

Harverst golem : I used to play two of them. He's still something I like to put on the board, even in the late game. Hard to kill.

Shade of Naxxramas (x2) : Those 3-mana minion are a bit tricky. But still, if not taken care of early on by the enemy, they can become a serious treat. They often trade more damage then the value of 3-mana cost. It puts pressure on the opponent when in stealt and can easily come out at 4/4 or 5/5 when needed.

Senjin Shieldmasta : He's still relevant in the actual meta. However, I don't to include two of them. 3/5 for a Taunt is way over the Vanilla Test, it's a relevant drop.

Chillwind Yeti : Hard to kill, often trade well with 2-mana and 3-mana card. 

Spectral Knight : Big guy. Can't be targeted by spells and powers. I used to run both Fairies Dragons and Spectral Knight, but some low-cost minions have taken over the place of Fairie Dragon.

Keeper of the Grove (x2) : I like this card so much. The versatily in the choice is majestic. It is normally coming into play for two reasons (board presence via the 2 damage dealt to a target that can be killed by this/the silence, which can shutdown really those pesky high-mana minions in the late game). It's a flexible card, reliant in the mid-game aspect of this game and that can prove reliant in the late game. 

Druid of the Claw  (x2) : Hard to kill. Either tanky and taunt or charge and trade. Good card.

Ancient of war : Some druid decks I've watched seems to let this guy out for the moment. Still... he's pretty scary and for a 7-mana drop, I find him pretty decent. I rarely choose the 10 attack, because the meta is to some aggro drops. He can turn on the tide of the board by his sole presence against aggro deck. 

Ancient of lore (x2) : Core cards to either, survive a crucial turn or draw more cards. Still a 5/5 drop.

Ironbreak Owl : It's my little touch. I like to have a 2-mana cost silence. The owl by himself is not spectacular. However, the silence at 2-mana cost can be a playmaker in the late game. 

Lautheb : This card, dropped at the good moment, secure your board. All removal are spells. If they cost 5-mana more each, it is normally a turn where your opponent can't pull a good removal combo if you have set up an early board. 

 

This is oriented toward the mid-game, which is normally between turn 4 and 8 in my opinion. This is were you need to fight for board presence trough efficient trading and good control of the board. I normally tend to deal damage to the face only if I can trade efficiently.