Colma Mech Druid
- Last updated Feb 14, 2015 (Undertaker Nerf)
- Edit
- |
Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4840
- Dust Needed: Loading Collection
- Created: 2/12/2015 (Undertaker Nerf)
- user-9231873
- Registered User
-
- 7
- 9
- 18
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
1522
Introduction
Hey everyone, I used this deck exclusively to get from rank 15 to top 100 legend on the EU servers during season 11. What I like most about the deck is that it seems to have no terrible match ups, which is partly because of the class itself, druids are extremely versatile and able to change from defense to offense on the fly.
Why mech druid
Other classes seem to have more synergy with mechs on the surface, like the mage and their Blastmage or shaman and their Powermace. What druids have is an archetype that already benefits a lot from the deathrattle mechs, I’m talking about the double combo druid. On top of that they can get explosive starts thanks to Innervates as well as possibly the best finisher in the game in Force of Nature + Savage Roar. Everything just works.
This deck has a lot of card draw while cutting out the weaker mechs to avoid running out of steam. It is rare to run out of cards with this deck thanks to Ancient of Lore and Azure Drake. You could go all out and include even more cheap mechs but I think the deck would run out of cards before even turn 9 most of the time if it had a super aggressive curve as well as innervates.
Mulliganning
There are some cards you will always want to hold onto at least one of if you have them in your opening hand that is Innervate, Wild Growth, Mechwarper you should also keep one Spider Tank or Harvest Golem if you have them. If you have wild growth without the coin, you should hold onto a 4 drop like Mechanical Yeti or Piloted Shredder. Overall what you have to do is look at your hand and calculate a curve for yourself, try to fill out something for you to play on turn 2 and 3, if you have something you can play on those turns also keep something for turn 4. It is a bit more complicated than when playing other classes because Wild Growth and Innervate gives you more options.
Vs certain decks you want to have specific considerations. Like vs Hunters/Mages/Warlocks I will generally keep Wrath in my opening hand as well as Keeper of the grove simply because those cards are exceptionally helpful vs aggressive decks. I will also keep swipe against them if I already have something to play on turn 2.
Replacements
Dr. Boom can easily be replaced with a Mechanical Yeti, that is how I played the deck myself for a while until I noticed that fewer people were running Big Game Hunter nowadays.
Piloted Sky Golems can be replaced with Black Knight, Cairne or Spectral Knights.
I do not recommend replacing Force of Nature, but if you really have to replace one of them I would recommend a Mechanical Yeti or Spectral Knight.
Gameplan
As I usually say go for board control, so many decks benefit from having minions on the board. Like the rogue with their Tinker Oil or Zoo with their minion buffs. It is almost always correct to clear the board if you can, this is especially true because of the reach this deck has. You do not need to get much damage in if you can have a minion or two on board ready for a turn 9 combo play.
I cannot emphasize enough how important it is to think about your upcoming turns this is especially important when you’re dealing with innervates. Say you have The Coin, Innervate, Mechanical Yeti, Spider Tank, Azure Drake and Piloted Sky Golem. Now the best move is to pass on turn 1 even though you could play the Spider Tank or Yeti. That is because if you do that then you have no play for the next turn. Instead you can plan this
- Turn 2 - Innervate->Mechanical Yeti
- Turn 3 - Spider Tank
- Turn 4 - Coin->Azure Drake
Hopefully by then you will have more options for a good turn 5.
After turn 7 or so you can start to get a bit more greedy if you have the Force of Nature/Savage Roar combo in hand. Try to see if you can get him down to 14 if you can do it without too much of a risk to yourself. If it seems dangerous though continue to go for board control and be patient.
Thanks for reading this far, if you like the deck go ahead and show support by ranking it.
Video
The game that took me to legend for the season.
Playing some games at rank 2 during the climb.
I added 1 Bomb Lobber and it worked well
-1 Wild Growth + 1 Bomb Lobber
-1 piloted sky golem -1 harvest golem +2 bomb lobber
Lots of mech decks are working in Blingtron 3000, your thoughts on incorporating?
Due to the substantial amount of mech mages around, i've added a Deathlord as well as an Arcane Nullifier X-21. I swapped them out for 1 Piloted Sky Golem and 1 Azure Drake.
Awesome deck! And good recommendation. Because of all the aggro, I subbed in two Arcane Nullifier X-21 as you said. Deathlord isn't as useful with all those minion based decks.
All I do is win, win, win no matter wat. Anyone else have that problem?
Just wanted to say that I love playing this deck! Same as you, I'm mainly struggling against mech mages, and mech shamans can also be tough. To counter this I removed 2x Piloted Sky Golem and added 1x Arcane Nullifier X-21 and 1x Sludge Belcher.
The logic behind this is that they ruin the early game for the aggro mech decks, while they are just ok vs control decks, which is mathcups I usually win anyway, TBK or not. I've also sometimes gotten unlucky with the draws, and the change increases the chance of always having something to play.
Same issue with cancer mages. Bad luck in mulliganning for wrath and pooffff.. autoloose((
Thanks for great deck Colma. Past through few ranks with it. Finally i changed 1 Piloted Sky Golem and 1Azure Drake for 2 Druid of the Claw. It added survivability for hunters and another finish target for roar.
I've been tinkering with dropping a Piloted Sky Golem too - too many times a second one feels like it clogs my hand a bit for a card with no immediate board impact. For me - Druid of the Claw or Spectral Knight in that slot.
Disagree on the Drake though. I won most of my games via comboing, and having that extra digging power midgame is pretty nice. And Drake/Swipe or Drake/Wrath on the same turn have made some impact. The combo of both is enough to justify the slightly smaller body imo.
What do you think of sneed's in this deck?
I used Sylvanas. How does that sound? I think it has been working out.
First time Legend with your deck! Used it from R3 onward and had a great run with it (really suits my playstyle too). No matchup feels hopeless, which is pretty great. Ran it card for card with lots of success, thanks again for posting :)
dont get me wrong this deck is amazing it got me from rank 12 to rank 8 but i cannot seem to pass 8, the only cards i changed were the azure drakes to sludge belchers becuase of how fast a playstyle hunter has. i really wish i can get some assistance on how to play this deck
Amazing deck from an amazing player. Unfortunately, I don't think this deck will be kept a secret much longer.
Yea it is an autoloss almost to mech mages assuming they get "the dream" start which mech mages do often. However it blows most other classes out of the water and is a great deck.
I really enjoy playing this deck as it's not the usual kind of ramp/combo-druid. Wonder how you play/do vs. cancerous face hunters? I replaced one Azure Drake with a Bomb Lobber and one Piloted Sky Golem with a The Black Knight. Thx for sharing this deck
I always thought Piloted Sky Golem has been a underrated card, and I never seen any deck run more than 1 until now. It makes sense, sense at the 6-mana spot you're inching close to legendaries, and there's tough competition there as opposed to the 4-mana spot for Piloted Shredder.
I hope to test this out soon!
Man this deck is beautiful... Pretty consistent and no bad matches (around 50% against mech mage, but in NA I see a decline in their population). T9 combo is really a blast (I wonder how it doesn´t get nerfed).
My subs, which are doing well:
-1 Wild Growth +1 Big Game Hunter because you know... handlock, dr. boom, etc
-2 Harvest Golem +2 Shade of Naxxramas trades better early game, great for combo if you draw it T6-T8
-1 Piloted Sky Golem +1 The Black Knight because Sludge Belcher simply ruins your day