Kripperino Fatigue Druid 12/2k16 Updated
- Last updated Dec 15, 2016 (Gadgetzan)
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Wild
- 10 Minions
- 20 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5600
- Dust Needed: Loading Collection
- Created: 2/11/2015 (Undertaker Nerf)
- FardHast
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- 16
- 32
- 90
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kRIPperino Fatigue Druid
They change it back? Aw.
Good luck with agro decks! This deck is good, but agro decks will just destroy it
Needs mulligan-guide cuz i have no idea what to mulligan against what classes, i have won 1 game out of 10 so far. Aggroshamans are a fucking bitch
It's a super fun deck to play, and still works, for the most part. The main problem is Aggro, they can burst you down easily if you don't draw enough healing or removal. Reno isn't much help because you won't have drawn all your second copies in time. But that feeling when you destroy a Freeze Mage or Control Priest tho. :3
Tried it out. Love it. Didn't have Grove Tender so I replaced it with Elise and the deck has a solid secondary win condition now.
I love the Brann and the Reno, but you can go further!
You can lose a healbot for a refreshment vendor. You can try Tree of Life -- nothing feels better than healing to full after you heal to full.
I don't see why you need 2x Starfire, and 2x wild pyro/poison seeds seems unnecessary.
And since you know you're going to fill up your hand, why not take even 1 innervate? It works especially well with the Tree -- that's how you cope with the fact that tree costs 9 mana.
you can put mulch too
Awesome man! Your list looks pretty much like mine just a couple things I wanted to ask on it. Why starfire over force of nature? In my testing FON has performed better. 1 additional damage plus the option of splitting it among 3 targets. Also, why justicar does she work well for you? A suggestion I might give would be replace the pyromancer with explosive sheep, it has done better for me personally. I use refreshment vendors as well something to consider. This deck actually does well in the 5+ ranks though where it gets slower, I beat preists almost every time too and patron is about 50/50. The only thing that really gives me problems are zoolock and other druids.
I feel like starfall is better than force of nature in almost every scenario, since you probably won't go face. Of course, you already have two starfalls here...
I think you could use more taunt/mill. Dancing Swords is good. Another Brewmaster would be handy. Sludge Belchers treat me better than Healbot because I have Tree. A second innervate is also great because of Tree... I don't have mulch, but I feel like I'd love it... You're not running a King Mukla?
I feel like, the way you're running this, you might as well be going Fatigue Mage...
TGT Updated
I disagree with almost everything you said Dan, no offense but you might as well be running taunt druid instead of mill druid. Dancing swords is not needed, it just gives the opponent something to use their removal on you will out mill them already due to naturalize. I've also ran another brewmaster and really 1 is all you need to help with oracle combos later. Sludge belchers over healbots, again you are giving them something to use their removals on and life gain is so valuable in this deck that removing healbots would be very bad. Also, I don't run King Mukla either. Sort of goes back to the previous point about giving them something to remove and probably the difference in how we're playing this deck. I very rarely try to mill them in the early game to burn cards it's better to save them for later on. Also, innervate can be ok with pyromancer but I personally think there are much better cards to use.
i agree, the deck Dan is running isnt the same as this thread. his deck just fills your opponents hand with max cards while you try to get the rush with King Mukla and Clockwork Giant . otherwise you need to build your deck for the long haul. and if youre going pure mill, you just need to make sure you survive and the late game is what wins for you when your opponent runs out of cards.
Why not use mulch over BGH? You put a card in their hand so it helps towards burning their hand and its not a dead draw against 6 power.
yeah, But giving him another dr Boom isn't that good.
In reply to aiDen: I think because of the immediate burst of damage needed to manage board, plus the synergy with Poison Seeds
Why Force of Nature? There has to exist 2 cards that fit in better than those?