[Legend] Jeanno's Great FW Taunt Druid (BRM Upd...
- Last updated Apr 12, 2015 (Blackrock Launch)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5140
- Dust Needed: Loading Collection
- Created: 2/1/2015 (Undertaker Nerf)
- jeannohs
- Registered User
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- 5
- 21
- 38
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Battle Tag:
N/A
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Region:
KR/TW
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Total Deck Rating
288
Deck and Guide By Jeanno
Twitch: http://twitch.tv/JeannoHS
Facebook: https://www.facebook.com/JeannoHS
Twitter: https://twitter.com/JeannoHS
Youtube: http://www.youtube.com/JeannoHS
Introduction
Hey guys this is Jeanno, a Competitive Hearthstone player, caster and streamer.
This is the deck I made and played to Legend in January 2015.
Deck Idea
This deck falls into the Ramp Taunt Druid archetype, where you ramp up using Wild Growth and Innervate, then protect yourself with taunt minions. Finally, you finish the game with high cost minions such as Ysera and Kel'Thuzad. However, there's a few differences which make my version special.
- Use Sunwalker instead of Ancient of War
- No Dr. Boom, actually No BGH targets
- Use Piloted Shredder instead of Zombie Chow
Use Sunwalkers instead of Ancient of Wars
There is a few rationales behind this change. First, this deck has 6 four-drops. With 10 mana, you can play Sunwalker with one of the four-drops. Against aggro, you also want to play Taunts at 4, 5 and 6 mana.
In most common lists, taunt druids often have no options against aggro on turn 6. They only have Sylvanas Windrunner or The Black Knight, which allow opponents go face directly and develop a stronger board. And if they have a silence, Sunwalker forces them to use it earlier instead of using it on turn 7, which by then they'll have a much stronger board.
Sunwalker also synergizes with Kel'Thuzad way more better than Ancient of War.
Credit to Arson for inspiring me this change.
No Dr. Boom, actually No BGH targets
This change dodges BGH completely, which is very popular in the meta right now.
Use Piloted Shredder instead of Zombie Chow
While Zombie Chow is very strong against aggro, I feel that playing low cost minions in Ramp Druid is wasteful when you have so much mana. Especially after you ramped with Wild Growth, having so little cards on your hand often forces you to play Zombie Chow at mid game, which is really weak.
This is where Piloted Shredder comes into play. It doesn't only fill in the blanks during mid game, you can also play it with Sunwalker on 10 mana. It also synergizes with Kel'Thuzad better.
Mulligan
You always wants to keep Innervate and Wild Growth. Other mulligan decisions fall into 2 categories: Aggro, Slower decks.
Against Aggro
Always keep Wrath.
In case of no Ramp cards, mulligan everything away (Keep Wrath though) to look for Innervate and Wild Growth.
In case of having Ramp cards, you can keep Shade of Naxxramas, Keeper of the Grove, Piloted Shredder and Sen'jin Shieldmasta. Innervating out a Keeper of the Grove to kill your opponent's minion is a very strong play. You also want to curve out if you already have a good starting hand.
Throw away the second Wild Growth because you need to react to your opponent's board before it is too big.
Examples of perfect starting hands,
- Innervate, Shade of Naxxramas, Wrath
- Wild Growth, Sen'jin Shieldmasta, Druid of the Claw
- The Coin, Wild Growth, Shade of Naxxramas, Keeper of the Grove, Sludge Belcher
Against Slower Decks
In case of no Ramp cards, mulligan everything away to look for Innervate and Wild Growth. Against Priest and Shaman, you may consider keeping the Wrath for Northshire Cleric or Flametongue Totem.
In case of having Ramp cards, You wants to play your cards on curve. Innervating out Shade of Naxxramas is a strong play.
Match ups
VS Hunter, Zoo and Mech Mage
7-3: This deck was originally built for countering the excessive aggro meta on ladder. You should be able to win this matchup easily if you have a reasonable draw. One important strategy playing against Hunter and Mech Mage is that if they use burn cards (Kill Command, Fireball) on your taunts, you will have less worries about their burst later on. But try to observe if they are keeping any cards, and play around the burst with Ancient of Lore healing. Don't blindly use draw with Ancient of Lore.
VS Handlock
4-6: Without a good removal against big bodies, this deck loses to gaints easily. That's why we are including a BGH. The Black Knight also helps a lot if your opponent is not expecting it and mindlessly taunt up his giants. Without these tech cards, this matchup can go down to 3-7.
VS Taunt Druid
6-4: Mirror Match! But why 6-4 instead of 5-5? This is because we have The Black Knight, which is essential against Druids. Also we don't include any target for BGH. We also don't have Zombie Chow, which simply waste 2 card slots in control match up.
VS Combo Druid
5-5: Early game against a combo druid is like a Taunt Druid, you two will ramp and trade with similar minions. The Black Knight is a key card in this match up, which you can keep it if you have perfect cards in your starting hand already.
Usually Combo Druid goes faster and tries to set up lethal for next turn. Observes his play to see if he already has combo.
VS Freeze Mage
4-6: One of the key strategy playing against Mage is to keep your heal after your opponent has used his Alextrasza. Ancient of Lore serves this purpose very well. However, unlike Combo Druid, Taunt Druid often finds himself frozen with a huge board, and doesn't have a way to proc the Ice Block. To make the matter worse, your taunts don't protect you from burn spells!
Remember to save Keeper of the Grove for Archmage Antonidas.
VS Control Warrior
5-5: One key point in this matchup is to disable his card draw, either one shot his Acolyte of Pain or Silence it using your Keeper. Remember to keep one silence for his Sylvanas Windrunner as well.
Force him to use removals on your taunts, then play Ysera on a safer situation.
VS Priest
6-4: I rarely met Priest on the ladder recently, but I will try to predict what the matchup will look like. Again, controlling opponent's card draw is essential in control matchups. Prevent him from using the power of Northshire Cleric. You may keep one Wrath in your starting hand.
This version of taunt druid is very strong against priest because of your 4 attack minions. You don't have Ancient of War which will basically get killed by Shadow Word: Death. The best minion he can steal using Cabal Shadow Priest is Keeper of the Grove, unless he runs Shrink Meister. The only card you have to watch out is Mind Control. Try to pressure him so that he has no choice but to play it on your less valuable minions.
VS Paladin
5-5: Paladin becomes much more faster after GvG release. Clear his dudes as much as possible to avoid value Quatermaster. Keep pressure but don't play too many minions on the board to avoid Equality + Consecration combo. Keep a silence for Tilrion. Other than that, this matchup is quite straight forward.
Side Board
Cenarius, Sneed's Old Shredder
Ysera is serving as a late game finisher in this deck. If you're facing a lot of aggro, Cenarius is a better choice since it gives you 2 taunts. Cenarius is also less situational than Ysera, where you can simply slam it on the board when you have enough mana.
While some suggest Sneed's Old Shredder in replace of Ysera, I don't like it because it doesn't give immediate value or neither urge for your opponent to deal with it.
Loatheb
The Black Knight is included in this deck to counter Druids and Sludge Belcher. If the meta shift away from it, we may replace it with Loatheb.
Spider Tank
A lot of comments are complaining the choice of Shade of Naxxramas but I still think it is essential in control matchups and not as bad as you think in aggro matchups. However, if you don't have it, or want to improve the aggro matchups, you may want to consider substitute it with Spider Tank.
Force of Nature, Savage Roar
If you want combo to be one of your winning conditions, then you will have to consider what to sacrifice in this deck. Ysera and Kel'Thuzad can pretty much win the game on their own if your opponent used removals on other stuff. While Combo is good for surprising your opponent, you must consider the downsides that you might draw into combo too early and it ends up being a dead card.
Videos
The deck is just fine if u have such a high lose ratio u must be doing something wrong.
Do you still use this? Is it ever going to be updated?
It is perfectly usable at the moment. I can link you other taunt lists if you want though :) I've been researching them.
Oh no I wasn't asking if it was still usable, just if he still used this. This is basically what I used 24/7 before I quit, and I just came back after being gone for 2-3 months and so I'm just curious... I probably will be moving on from this style finally though :(
Its perfectly updated and viable at the moment. The emperor thaurissan is the best inclusion since u can summon ur high cost minions earlier. if u want u can also replaced the 2 shades of naxxramas with 2 druids of the flames. The druids of the flame are better against aggro decks and the shades of maxxramas are better against control decks. For the late game u can replace ysera with cenarius of sneeds old shredder. I prefer ysera vs control decks and cenaruus vs aggro decks for the 2 extra 2/2 taunts. Not a big fan of sneeds old shredder so...
I have played 150 games with this deck and i have to say it's not good .
If you don't get Wild Growth or Innervate at the starting hand you cannot play anything for 3 turns what is TERRIBLE against ANY kind of Deck !
This deck having extremly high % lose against Control Warrior and Feezemage no matter what.
Lategame Druid decks without Force of Nature and Savage Roar cannot be competitive at the current meta.
THis Deck is Extremly SLow , you mostly play 1card/turn until turn 6-7. ( talking about actual minions on board).
[card] Shade of Naxxramas [/card] makes this deck even slower and you often have to trade them next turn what is 3mana for a 3/3 (not efficient at all) .
Not to mention Classses like Hunter , Priest , Paladin , Mage, Warrior , Warlock and Shaman running cards that can insntaly kill a stealthed 2/2 naxxramas (or even bigger ones) that you payed 3 mana for it .
The main reason behind Shade of Naxxramas is letting grow big and combo it with Force of Nature and Savage Roar. None of these cards in this deck.
Also Shade of Naxxramas is a dead card lategame,
I've tried them to inner it at turn 1 and it might work , but you going to have 2 cards left in your hand , and if you don't have a good 2 drop ( what is Wild Growth ONLY, because Wrath will be useless if your enemy refuse to play a minion, even if he plays and it has more HP than 1, you have to use Wrath for 3 damage on it , but you going to lose a card draw , such a bad feeling to use Wrath on a 3/2 minion).
You really don't want to attack with that 3/3 stealthed Shade at all, because guess : yes its gonna die , and you payed 3mana for a 3/3 that dealt 3 damage, worth ? NOT.
You want to save Innervate to Ancient of Lore anyways. Your only other card draws are Wrath, but 80% of the time u have to use as a 3 damage spell ( no card draw ) .
IF you still willing to play i suggest you NEver EVER repick Sen'jin Shieldmasta against aggro decks, if the Sen'jin Shieldmasta cannot trade favorably for some reason , you are going to lose no matter what.
TL:DR : Extremly Slow deck that might work only if u get the "perfect" curve .
Sometimes you are having way to many cards in hand and no Emperor Thaurissan, and you can play 1 card/turn because u haven't got any Wild Growth orInnervate early.
Sometimes you are having Emperor Thaurissan in hand and nothing more :D
THis deck needs some early games like Zombie's so you can save the inner for Ancient of Lore . ( or Emperor Thaurissan but only do this if you have an Ancient of Lore in your hand ) .
This deck NEEDs Bloodmage Thalnos you can do 2 dmg with Wrath and you can draw a card or combo with Swipe, ( not to mention the Deathrattle of the card itself a draw also ) .
i agree with some stuff u said. The deck needs 2 zombie chows instead of 2 piloted shredders to fight aggro decks. Shades of maxxramas are good if u ramp them early and keep them stealthed and let them grow to trade with big minions later and protect them behind large taunts. I also think that acients of war are better because 5/10 is harder to deal with for aggro and control decks. If u are facing a lot of aggro decks i suggest u take out 2 piloted shredders and add 2 sombie chows and take out also 2 shades of naxxramas and add 2 druids of the flame which are excellent againt rush decks. Put 2 ancients of war instead of the sunwalkers and take out ysera and put cenarius since the two 2/2 taunts are good vs aggro decks. If u are facing a lot of control decks like handlock or control warrior then u can keep the shades and ysera and add another big game hunter and take out the mind control tech. The 2 zombie chows are good to keep weather u face aggo or control. If u are facing also a lot of mirror decks u can take out sylvanas and add the black knight. My 2 cents i hope i helped :)
Was trying a lot of different decks this season and ended up really enjoying this one, took it to Legend so thanks.
hey man, thank you very much. i just got legendary with your deck. I only changed ysera for cenarius.
Been awhile since I checked back. I'm still doing the combo variant.
-1 Ysera
-1 Sylvanas
-2 Sludge Belcher
-1 MCT
+1 Force of Nature
+1 Loatheb
+2 Savage Roar
+1 Spider Tank
I am testing Loatheb right now, and I may try other things for that 5-slot, like Abomination or Dark Wispers. (Belchers have not been cutting it for me, and they aren't even good silence targets due to my lack of Sylvanas or Ysera.)
Played this deck vs. nine mages in a row on ladder (seven of which were Mech Mage), and not once was I able to utilize the battlecry of MCT. Maybe it's just bad luck on my part, but I feel as though Kezan Mystic might also be good for that slot. I was able to stomp all seven Mech Mages anyway, but the other two were Freeze and Fatigue Mage running Ice Block, and the matches were extremely close--had I had Mystic in my hand instead of MCT, both would have been guaranteed wins. What do others think?
Really? Heavily unfavored against Shaman? I've been doing great against Shaman.
Ah. Well, Shaman does tend to get those blowout games. I mean, I just got wrecked a few minutes ago by turn two Mechwarper and coined Whirling Zap, followed up by Flametongue Totem and Annoyotron. (He just Crackled and Hexed every Taunt I dropped.)
best replacement for Sunwalker?
Ancient of War. Other suboptimal choices are Abomination (which is suprisingly good against aggro) or Fen Creeper (which is strictly worse than Sludge Belcher).
I'm having a ton of trouble with mages still. Any ideas on how to play vs them other than listed? And http://www.hearthpwn.com/cards/7742-kelthuzad does nothing for me.
Are you talking about Mech Mage or Freeze Mage?
If it's the former, your only real worries are Mechwarper and Unstable Portal.
I had 2 quests that both required 5 Druid wins and saw this deck and thought I'd try it out even though I didn't have all the cards and only lost once to some Murloc Warlock that got lucky. I was also surprised that I ended up winning one game on turn 6 by mostly going face.1) Coin + Wild Growth 2) Innervate + Druid of the Claw (charge) 3) Swipe the face to kill a Muster 4) Belcher 5) Druid of the Claw (charge) 6) Keeper to do the final 2 damage to face. I had to make the following changes since I'm a F2P account that doesn't play too much: -1 Sylvanas Windrunner -1 The Black Knight -1 Ysera -1 Ancient of Lore +1 Nourish +1 Naturalize +1 Piloted Sky Golem +1 Dr. Boom. From those 6 games I played I noticed that once they started to see the Sunwalker's, Senjin's & Shredders they assumed I didn't run any big cards and would just play out their BGH after a while and it would allow me to play Dr. Boom without worrying too much. I'm not sure if they assumed I had the combo and couldn't fit it into the deck, just needed something on the board to contest with what I had, just made a mistake or if it was too small of a sample size. Also I know Naturalize is a 'bad card' but it helped me a lot against a Handlock (since I don't have TBK) against a Shaman with Kel'Thuzad (weird) and a Demonlock who had Mal'Ganis + Dr Boom. I'm not advising people to put it in their deck but if people are looking for a cheaper replacement for some cards it's not THAT bad just make sure you only use it when you NEED to.
Thanks for posting this deck.
Dropping ranks happens...
Ragnaros is not that good in a meta with so much BGH. Maybe replace with Ancient of War?
As for Faceless... why run something in that slot at all? Why not replace it with Spider Tank to round out your early game? The Mech matchup is a huge problem still. I can really struggle against Oil Rogue and Mech Mage at times.
As i play this deck i really wonder how pissed off some people must get....Taunt after taunt after taunt...And most druids are running combo, or some aggressive ramp. So it's not like they see it coming...