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[S11 Legend] The great wall of China Druid

  • Last updated Mar 16, 2015 (Undertaker Nerf)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 5840
  • Dust Needed: Loading Collection
  • Created: 2/23/2015 (Undertaker Nerf)
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  • Battle Tag:

    Eindboas#2177

  • Region:

    EU

  • Total Deck Rating

    747

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Hello,

After being completely frustrated by getting facerushed by multiple decktypes I built this deck to stop the mindless rushers. It turned out to be pretty solid.

General approach:

I've learned there are 2 ways to plays this deck depending on your starting situation. You can play it as ramp when you can get ahead on curve, just with slightly less powerful creatures. Or you can throw up the great wall of taunts to stop mindless facerushing, still being able to pull of a combo in the late game, which most players do not expect. Do not hesitate to use one of the combo parts earlier as this deck has a long breath.

Shade of naxxramas doesnt fit in this type of deck as it is way to slow in this meta and has a purpose for the combo set up. Therefore I either use spider tanks or harvest golems. You need to be able to use your creatures or you will get rushed down.

KT can be easiliy swapped with Cenerius, both have their own value in different scenarios.

If people would like a more specific write up for mulligan and matches feel free to ask. +1 if you like it

 Mulligan (always keep chow):

- Without coin

Aggro: always keep wild growth, wrath, innervate, spider tank

Other: wild growth, (wrath), innervate, spider tank, senjin.

- With coin

Aggro: always keep wild growth, wrath, innervate sen'jin, keeper of the grove, spider tank, (swipe)

Other: wild growth, (wrath), innervate, spider tank, sen jin.(swipe)

There are matches where you also want to keep a 5 drop when you already have wild growth in hand so it curves nicely. Same goes for innervate. The basic idea is to play a creature every turn from turn 3 or 4, it is your job to figure out the best possible curve with the current hand.

Class specific keepers:

Paladin: Swipe, keeper

Hunter: Wrath, senjin, keeper

Warrior: just curve

Warlock: keeper, bgh

Mage: keeper, wrath, spider tank

Druid: just curve

Priest: wrath, spider tank, druid of the claw, sunwalker with innervate

Shaman: wrath, spider tank

Rogue: just curve

Changes march: slightly better early game curve, exorcist is buffed in almost every match up. Farseer most of the time used for healing a taunter.