Blood Magic Brawl Big Druid (Turn 2 Kill)
- Last updated Apr 7, 2022 (Sunken City)
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Wild
- 10 Minions
- 20 Spells
- Deck Type: Tavern Brawl
- Deck Archetype: Big Druid
- Brawl: Blood Magic
- Crafting Cost: 3760
- Dust Needed: Loading Collection
- Created: 3/17/2022 (Fractured in Alterac Valley)
- Undeadicated
- Registered User
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- 1
- 11
- 24
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Battle Tag:
Undeadicated#11615
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Region:
US
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Total Deck Rating
2
It's that time again! Blood Magic Tavern Brawl 4/7/2022
This tavern brawl lets you play spells for health instead of mana.
This druid deck aims to play zero cost minions and buff them on turn one so they can attack on turn two.
BLUF Mulligan for:
Ultimate Infestation, Overflow, and Fungal Fortunes,
Only keep Ferocious Howl if you have one of the above cards.
You can keep The Forest's Aid too, maybe even play it twice turn one, if you've got a Savage Roar and are feeling lucky. [7*4=28 +2 = 30]
Draw
Ultimate Infestation (5 damage to your opp and you, you get a a 5/5 and five cards)
Overflow (2 damage, heal minions, and Draw 5)
Fungal Fortunes (Draw 3-ish, might lose a minion or two... or three)
Ferocious Howl (Might heal you)
Big Swing Cards
Survival of the Fittest (Ready to hit hard)
Cenarion Ward (Armor equals damage)
Scale of Onyxia (Board control)
Savage Roar (Last hurrah)
The Forest's Aid (Double the pleasure)
Solar Eclipse (Double the fun)
Minions that cost nothing to play
How to Play this deck:
On your first turn, you want to draw using Ultimate Infestation and Overflow, then play your zero mana cost minions/spells.
Buff them to survive the turn and kill your opponent on turn two. That's the real payoff here.
It's a good idea to use Survival of the Fittest after you've played all your minions on turn one.
For Savage Roar, don't forget to count your own 2-3 damage, it could make the difference.
If the opponent board wipes, you have some insurance with the amount you draw, you could draw 28 cards on your first turn. That's not counting your opening hand.
Keep:
Ultimate Infestation, Overflow, and Fungal Fortunes. If you have one of the first three cards, keep Ferocious Howl, that's the only way it will gain you much armor.
Pretty long guide for a pretty short game.
Here's a video with some gameplay:
If you like this deck, don't forget to upvote... It helps.
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I like the idea of a 0-cost minion deck. And druid is the class to be best able to pull it of.
I just feel its a bit to slow. Weird to say slow, when its based on 0-cost minions and spells. But the minions doesn't have charge, so you are very vulerable in the first turn, even if you go first.
Also the deck doest prevent damage to yourself. You can heal, but most of the spells doesnt heal more than they cost. UI cost 10 gives 5 and overflow cost 7 and gives 5. Cenarian ward is even and steelbeetle is a creature. Oaken Summons and Solar Eclipse would be very benefitial for the deck. You could remove Dreamway Guardians and Gibberling for those 2 cards.
I completely agree with you about removing the Dreamway Guardians, Gibberling and adding Solar Eclipse. I also removed Steel Beetle.
I have made changes to the deck, for the next blood magic that comes around we'll have this up our sleeve.
However, I think Oaken Summons would be dead-weight, considering there is mostly zero mana minions in this deck.
I decided to go with The Forest's Aid, because that's a full board right there, twice.
Backup, for if your opponent wipes the board.
You made some comments about Overflow, Ultimate Infestation, and Cenarion Ward not preventing damage. Oh, you're gonna take damage, yeah. Drawing five cards with a boon of some kind is worth 2/5 damage. Those cards are must keeps. I realize now, I did not make that clear in the guide. So, I've redone it because you actually took the time to comment.
Thank you so much! I think you'll like the changes.
Still can't address that one-turn-wait issue though.
I love playing rogue, so I always plan to take a lot of damage on the way to the kill.
Finally, I'm getting a chance to do that with Druid.
It's a turn two kill, so there are gonna be risks.