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C'Thun Control Dragon Druid

  • Last updated Jun 9, 2022 (Throne of Tides)
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Wild

  • 8 Minions
  • 21 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: C'Thun Druid
  • Crafting Cost: 12040
  • Dust Needed: Loading Collection
  • Created: 6/1/2022 (Throne of Tides)
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  • Total Deck Rating

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This is a deck I've been using in wild to dominate. It counters most of the stuff overrunning the meta, the only things it really loses to are Shudderwok (if you let them get too much stuff online), burn shaman if they're running +spell damage for minions, infinite turn mage, boar priest, and a bunch of obscure fast combo decks. Right now though, most decks you'll run into are pirate rogue, mech paladin, and mech mage which this deck has the means to completely dominate. I'm going to go over a few cards in here along with matchups

Hunter: 90% of the time, they're going to be a form of quest hunter. You want to gain as much armor as possible early so that they are hitting your armor instead of your health as many hunters have started running Platebreaker in order to counter druid and priest decks reliant on it. Try to get armor cards like Oaken Summons and Branching Paths early to gain armor. You want to fish for Skulking Geist asap as it completely guts their deck. Try to use Mutanas on Tavish, platebreaker, or Dragonbane, but that is a long shot. Make sure you always have a way to deal with Tavish on turn 5/6/7 whenever he comes down. Use Moonlit Guidance early to find armor gain and draw.

Druid: With druid, there's a lot of options on what you can face. Aggro is rare, but occasionally appears. You want to play it like any normal aggro match. Try to clear stuff early and often, stack armor, and have poison seeds ready for arbor up. Use Moonlit Guidance early to find control cards, especially the aoe c'thun.

For control druid decks see below, make sure you keep a poison seeds in hand incase they're running darkmoon yogg and you need to stop it.

Mecha'Thun: For Mecha'Thun, you're kinda screwed, but that deck is rare. Try to eat MechaThun with Mutanas, but most likely, they'll be running the extreme armor package, which you can't beat. Yseria can give you a large number of dragons to hopefully burn the druid. Onyxia and Scale of Onyxia can do the same. Make sure you solar eclipse branching paths if you get Onyxia and the whelps to stick.

Jades: Skulking Geist is the key here. There's some questions here on when to play it. If you get it early, you'll probably want to play it on turn 6 in order to avoid a Mutanas eating it. Later in the game, you may want to hold onto it until they start getting low on deck cards in order to get them to waste their resources, but that may prolong the game.

Mirror: If you get a mirror, make sure you're stacking armor as the goal is is that you need to survive as many c'thuns as possible. Also Mutanas can eat a C'Thun. I've won games because of all that stats Ysera, Onyxia, and Spreading Plague can create. Remember to save your solar eclipses and Moonlit Guidance for extra c'thuns. Ideally, you want 3.

Mage: Mage is common in the meta right now due to all the mana cheat and easy to combo cards they have atm. We'll cover all the common ones.

Ping: Uncommon, but you face them every once in a while. This is kinda a control deck, so it's easy enough to stack armor and create unpingable threats. Yseria can help here, but watch out the pyroblast to everything minion against that.

Mech: The most common one is mech. You want ways to clear minions early, especially poison seeds. Damaging spells need to be saved for the snowballing mech or mechashark. If possible, you can board lock a mage very easy for 3 turns by letting them play 7 minions, poison seeds, then the following turn, spreading plague, and letting them trade. An oaken summons into vargoth can be huge for shutting them down for a while. During the later turns, it becomes easier to stop the mech mage as they run out of resources and you can get your Ysera and Onyxia online. It's recommended to use your aquatic form and moonlight to find tools to survive to the later turns.

Highlander: This can be a toss up. Make sure you keep a solar eclipse and moonlight around to get extra c'thuns. It is very possible for a highland mage to iceblock several times. Other than that, be careful of their Mutantas and dirty rat, also be wary of getting a fat board as the Reno hero card can send it away. Yseria and Onyxia + branching path can easily pop an ice block.

Infinite turn mage: Majority of the time, you can't beat this. You want skulking geist and mutanas asap. Skulking will get rid of some of their spells and mutanas can eat brann or the parrots. If you don't eat at least 1 of those, you'll probably lose. Ideally, you want to put up a lot of taunts before their infinite turns as it can buy a few turns getting through them, which will allow you to run them out of steam.

Warrior: There's 2 warriors atm

Control: Very easy match up. Try to get copies of Mutanas and eat his combo pieces when you feel it coming up. A single combo piece eaten will win you the game.

Pirate: A 50/50 matchup, but luckily pirate warriors have been driven out of the meta. You want spells that damage early, make sure to save those for their Southsea Captain [/card] along with [card]Defias Cannoneer. You can try the boardlock trick here, but it's harder due to how aggro this deck is. Oaken summons is huge early on. Your chance of eating their quest reward with Mutanas is small, so don't bother trying to aim for it unless you feel safe if it only eats a 1/1.

Priest: Priest is going to be your worst matchup. But let's go over a few to hope you can win.

Quest: The only way to win here is to pound them down in 1 turn with an Onyxia or the whelps dump with a branching paths. Other than that, you better hope they mess up and play a discounted card and have no way to fulfill the quest requirements.

Raza: The only easy one. Armor up and keep their threats off board.

Rez: An iffy matchup. Poison seeds are key here and you want to pollute their rez pool as much as possible. Fish for extra copies and if possible, let them build up a late game board and pull off the 8 mana combo of poison seeds -> play vargoth -> second cast of poison seeds, to double the pollution in a single turn and clear any deathrattle stragglers.

Boar: A waste of time most of the time due to how fast the deck is. Only chance to win is the same as quest, a board dump + branching paths if they have no answer.

Inner fire: A common matchup, but doable. Keep their board clear and your armor up. Be careful as many decks run the mind control cards in order to turn your board against you. They usually run shard of the naru, so taunts don't help. Be careful with your marauders and yseria as they are high health and can possibly help them reach the a high attack value.

Rogue: Rogues tend to be aggro decks. In the rare occasion that you face something else, just be sure to keep board clears for anything big that can come out. When facing pirate rogue, treat it like any other aggro deck. Armor up and try to get stuff out early. Oaken summons is a huge roadblock for rogues, especially if you hit vargoth off of it.

Warlock: Not very common in the meta atm. I fear what Immolate will do if it finds its place in the meta. Against zoo, treat it like aggro druid, keep the board clear and be ready to poison seed if they buff stuff up too much. Against highlander, focus more on Yseria and onyxia as they may be running tickatus which can burn your cthun pieces. Against Even, make sure they can't hit you with giants and gnolls. Poison seed is good here to clear off their big stuff and pollute their raise dead pool.

DH: Barely anyone plays DH in wild. If you see one, it'll likely be odd DH. In that case, treat it like an aggro druid. Keep the board clear of the small stuff.

Paladin: The big two decks you'll find are mech paladin and highlander paladin. Treat them both like Mage's same decks, although paladins have less discount for more sticky minions (divine shield) in mech paladin which are good to hit with poison seeds. Highlander is a lot like Mage, but can be harder to fight due to their hero card's hero power constantly buffing. It's easy to get overwhelmed late game in this match up, and sometimes 3 c'thuns aren't enough. Try to save all solar eclipses and moonlits to pull the maximum number of c'thuns (5) if possible.

Shaman: Shaman has 2 decks you'll see, shudderwock and burn. Burn comes down 2 things: did you get enough armor, and are they running the give all minions spell damage. The 2nd is almost a guaranteed lose, if you can't disrupt them, since they can easily pump 80-90 face damage in a single turn. Skulking Geist is key here as it burns so many of their burn cards, you'll probably lose without it, so try to fish for it early. Try to pump minions out early to eat damage so oaken summons is good here. Also the c'thun body doubled up with solar is good. It's very easy to out armor the shaman if they don't run the spell damage.

For shudderwock, it comes down to pretty much the same things 1)Can you eat their shudder? 2)If not, can you kill them in a single turn with a branching path combo? 3)Can you force them to play their shudder and stop their infinite combo. It's Loatheb and Blademaster Okani that kill you if they get online. Don't let them play loatheb a second time. Best case scenario, they play 1 loatheb, don't ping back a shudder, and it's late enough game where you can play aquatic form to test for counter and poison seeds for 14 mana to stop the shudder (hopefully the parrot doesn't come down next).