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Deathrattle Hadronox Druid

  • Last updated Aug 4, 2022 (Castle Nathria Launch)
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  • 10 Minions
  • 15 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Taunt Druid
  • Crafting Cost: 17080
  • Dust Needed: Loading Collection
  • Created: 8/4/2022 (Castle Nathria Launch)
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Main gameplan

The deck revolves around summoning minions with taunt thoughout the game and then triggering Hadronox deathrattle multiple times via either copying it with Carnivorous Cube, resummoning it with Witching Hour or just triggering the deathrattle with the new Hedge Maze location.


The deck tries to capitalize on as many powerful package options as it can:

1) Oaken package single-handedly makes this deck ladder-viable as not only does it help us stabilize against aggro, but it also essentially thins our deck against control, maing us more likely to find important cards and it puts Injured Marauder in the Hadronox`s pool.

2) Twig of the World Tree + Sphere of Sapience needs no introduction. Broken especially if you have Wildheart Guff out.

 3) Sire Denathrius along with Capture Coldtooth Mine is an alternative win condition that allows to either punch through a fellow big taunt board, finish off a high-health opponent or heal up against burn match-ups. As a side note, having multiples of  Greybough with Denathrius in hand is a pure joy.

Notable exclusions

  • Spreading PlagueFlipper Friends, as well as any beast ruins our Witching Hour by adding more beasts into the resurrection pool;
  • Sesselie of the Fae Court does not seem like a worthy card to me. From my playtesting it seems... fine? It does draw, and it does mana cheat, but we are already mana cheating in more efficient ways. Other than that it is no better than an Ironbark Protector, so that`s why we have Taelan Fordring in Sesselie`s stead;
  • Celestial Alignment does not help this deck whatsoever. In fact, when your board is cluttered with 18 trillion Greyboughs, there isnt a lot you can do and spend mana on, being a board-based deck. At that point, Alignment would be helping your opponent more than it does you;
  • Aquatic Form is a big consideration, however I feel like this card works well in a deck that either wants to draw though itself in a fast pace or has very consolidated gameplan. We are a slower deck, and every card that is in the deck right now seems important enough not to remove it, so for now we aint gonna go swimming.


 I might write a more detalied mulligan guide later on, however here are some general rules:

  • Against Hunter, Rogue and Warrior hard mulligan for Oaken Summons, keeping Ferocious Howl is also fine, but do so at your own risk;
  • Priests usually do the same thing we`re doing, but faster. To slow them down, get yourself a nice and healthy Poison Seeds, also Greybough is an MVP in this matchup as long as you can start multiples of them rolling. Even if they silence them, you still have Hadronox and N'Zoth, the Corruptor to bring them back, and their army of Neptulons is useless against infinite taunts;
  • Another thing for a priest mrchup that also translates to classes that have access to transform effects (Mage, Shaman, Reno Warlock) - you have to kill off your first Hadronox to guarantee getting it into the resurrection pool, and since doing so in one turn requires more than 10 mana, Wildheart Guff is a very important card to find ASAP;
  • Capture Coldtooth Mine can help you find Sphere of Sapience, so keeping it with Twig of the World Tree is very much worth it. Moonlight Guidance is also a consideration with Twig;
  • Unless you know you`re against aggro (a.k.a. Warrior and  Rogue), keep Wildheart Guff.