Aggro Taunt Druid (early top25)
- Last updated Sep 1, 2021 (Second Warlock Nerfs)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Taunt Druid
- Crafting Cost: 5100
- Dust Needed: Loading Collection
- Created: 9/1/2021 (Second Warlock Nerfs)
- ObZenHS
- Registered User
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- 1
- 11
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Battle Tag:
Obzen#2627
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Region:
EU
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Total Deck Rating
30
Hi, I'm Obzen, an italian streamer and passionate player, and this is my first post on Hearthpwn.
I would like to share with you my version of Aggro Taunt Druid, which I piloted today to an early 25 Legend with 72% winrate.
(I used Arcane Tracker on mobile, Warrior matchup isn't shown because I didn't have any game against it)
My major adjustments of the most common lists consist in:
- cutting the Toads, which are almost always nothing more than 2/2s, in favor of 2 Annoy-o-Trons as Vicious Syndicate suggests;
- cutting the Far Watch Posts in favor of 2 Cult Neophytes because against control decks I value much more the immediate disruption to some of the most devastating AoEs AND the capability of delivering 3 damage the next turn.
- cutting Cornelius Roame, which is too slow and maybe with double Peasant on top of the double Composting isn't even needed, and 1 Teahcer's Pet in favor of double Kodo Mount for more damage/board control (it is very good when played on a Squirrel Token).
Please let me know what you think, maybe try the deck out, and let's discuss on further refinement.
Sure, what you're saying is true, but you're missing out on the other upsides. For example, vs control you often want to hold some cards for a big value play with oracle or composting - blooms provide a lot more ability to do that. Are they the best for the deck? Idk cause I don't use data, but I can tell you that in playing they feel really good. I'd try them out!
My apologies, you are right, I didn't consider those situations which honestly aren't rare.
So, it's not that obvious not running Blooms, but for my personal preference I would still not to and that's why: up to now, I didn't do bad against controls (actually the stats from bronze to legend show that I scored 8-6 against them, plus an additional 2-1 in top100) while winning quite consistently against the rest of the field (Hunter is the closest one), and Blooms could have come handy just in those situations in which I would have wanted to combo Oracle with Razormane and Greybough/Teacher's Pet, or with Composting as you mentioned. But still, I did fine even without them in these cases.
I also did fine without Blooms in other scenarios, which of course doesn't mean that I couldn't do better WITH them, but I'm still stuck on the belief that the Overload is too bad in a deck which wins pressuring the opponent on board turn by turn.
However, I genuinely don't know whether Blooms are truly not worth or the opposite. What I've written is just my personal opinion and preference, since I don't have any experience or data on the cards themselves for an appropriate evaluation. I just know that this particular list of mine is winning a lot and I would like to continue to play it like this.
Maybe we could try and search for actual data on them, but what would be the term of paragon? I mean, Bloom instead of what? Neophytes seems pretty core to me (actually, also everything else).
Alright, so after more testing I've come around to your point of view. The cults are very strong, and overall curve feels good.
However, I like to tinker with decks... so I thought about your question of what could be cut... and most things on the list feel pretty good. To me, the weakest cards are the 5-drop taunts, which are great on curve with Razor or with the Oracle combo... but otherwise are pretty slow (and graybough really would be better in a different meta).
So, i've tried an experiment of replacing them with Ogremancers, which seems very anti-synergystic at first, but hear me out! the Ogres are strong vs Shaman, Mage, DH, Warlock and even Hunter, and there's actually a lot of good synergy because they create an extremely wide board for composting/arbor/sow the soil. They may be less good vs more board based decks which are a) less popular and b) pretty good matchups already.
Anyway, it's a relativly small sample size, but seem promising so far. Either way, they take a lot of resources for a spell deck to deal with and won me a few games so far vs shaman (which makes them already worth it in my mind). It may be that they end up being less overall synergystic in the end (again, you give up a few high-rolls), but I'm optimistic so far.
Your findings seem totally on point! True, the weakest cards are the 5-mana taunts (as I've been playing more and more games I've realized this as well), and true, the Ogremancer could give us some considerable percentage against control, especially Shaman. I will absolutely try them! Thank you so much!
P.S. Yesterday I was also evaluating Travelling Merchants, what do you think about them? Maybe not better than Ogremancer, right?
P.P.S. One last thought: Ogremancers could be slow and way less useful than the taunts in board based matchups, especially vs. Aggro. Maybe 1 Ogre 1 taunt? If yes, which of the two? Greybough seems to carry too much value and annoyance for the opponent not to be preferred over Teacher's Pet...
Sorry for not inserting correctly the link/images of the proofs. Here's the imgur: https://imgur.com/gallery/8fQkUNj