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(TGT) Combo Druid

  • Last updated Sep 25, 2015 (TGT Launch)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4740
  • Dust Needed: Loading Collection
  • Created: 3/22/2015 (Undertaker Nerf)
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Hey there! I am Australium, I am a Druid player. This is the deck that I am currently using on the ladder, it works extremely well against other control classes like Warrior, Paladin and Handlock while still being decent against aggro. As you can see, the deck has been updated after TGT came out. I think that TGT made druid even stronger then it already was but also a little bit more aggressive because of the Aspirant.

About the deck:

This deck is very straight forward, it's very common on the ladder. Most people however play two Aspirants but I chose to remove one of those and add an Ancient of War instead. The reason that I chose to play one instead of two is because I am a control player and I like to have strong minions in my deck. If you want to use two Aspirants instead of the Ancient of War, the deck would be slightly more early game based and probably just as good as with the larger minion.

Recent Changes:

I updated the deck after TGT came out, the deck is now way more aggressive with the double Force of Nature and Aspirant and is probably the strongest deck on the ladder right now. Last ranked season, Yagut, a hearthstone streamer, played a deck much like this one and got to #1 with it on the EU server. #2 and #3 were also playing a deck much like this one and this is the main reason why I think that this deck is currently the stronger deck on ladder, even stronger then Patron Warrior.

Savage Roar and Force of Nature:

This deck relies on the Force of Nature plus Savage Roar combo to finish off your opponent, it can also be used to clear the board when you're behind but mostly to kill your opponent. It's a 14 damage combo and it gives the other minions that might already be on the board +2 attack untill the end of the turn. And yep, we're running two of each. The reason that running two of these is important is because both Force of Nature and Savage Roar can be used separately to get a more efficient board clear or maybe even to set up for lethal next turn with another combo. Another reason why running two copys of the Savage Roar combo-piece is important is because it can be discounted by the emperor to maybe pull off what I call a "double combo" wich is Force of Nature and double Savage Roar wich is a 22 damage combo. (innervate is another way to pull off a double combo but it's almost never worth keeping innervate just for this. Innervate should be used to gain tempo.)

Strategy:

Early Game: The number 1 priority in the early game is to draw into cards like Innervate, Wild Growth and Aspirant to make sure that you get to the mid- and endgame faster and get a huge tempo advantage over your opponent. Another thing you should try to achieve is to put a Shade of Naxxramas on the board as soon as possible wich will become stronger as the game progesses and will often end up in you getting a huge minion on the board for almost no cost. It's extremely important to look at the cards you have in your hand in the early game and think about how you are going to curve out in the best way possible. For instance, if you have an Innervate, a Wild Growth and a Shade you should Innervate the Shade out on turn 1 and follow up by playing Wild Growth into maybe a Shredder if you're lucky. Using the coin to play Wild Growth on turn one and following up with a Shade on turn 2 is also a very common and insanely powerful play.

Mid Game: Use minions like Azure Drakes to draw into more cards will be needed because you will be using so many cards during the early game then don't really have any value on the board, like Wild Growth, Shade of Naxxramas and Innervate. You will have tons of stronger four and five mana minions so the mid game will mostly be clearing your opponent's board and playing strong minions.

End Game: Overwhelm your opponent with a nearly endless supply of big minions, use the Azure Drakes, Wrath's and Ancient of Lores to draw into your finally combo pieces if you don't have them already and win the game with ease.

Card Combo's:

Innervating out a Shade of Naxxramas on turn one is always very strong. In general using Innervate to make huge tempo plays is very good, especially in the early game. Just try to get as good of a curve as possible and use Innervates as early as possible. But please, dont do something like Innervate, Innervate, Coin into Dr. Boom on turn two. It might seem good but its not because you will have no cards afterwards. Maybe play it on turn 4 or 5 if you really want to but not on turn 2. Emperor however can be played very early on because if your opponent can't remove it and your combo pieces get discounted, you will most likely win the game.

Shade of Naxxramas:

The Shade of Naxxramas is obviously one of the most important cards in the Druid Deck, you can throw it out there in the early game and grow it until the endgame. If you're patient enough, you can get an 8/8 Shade of Naxxramas (or even bigger) and get insane Force of Nature, Savage Roar combo value.I like to keep the Shade of Naxxramas hidden for as long as I can, I often find myself using it to remove something like a Sludge Belcher because it doesn't kill the Shade while it still gets insane value and your opponent has to deal with. Against aggro however I like to attack with it when it's a 4/4 or higher because you just can't risk to stay behind on board, you might not be able to come back after the early game if you don't.

Mulligans:

Warrior:

Keep: Innervate, Wild Growth, Shade of Naxxramas and a Keeper of the Grove doesn't hurt either.

Shaman:

Keep: Innervate, Wild Growth, Aspirant, Shredder,a wrath maybe and ofcourse the Shade of Naxxramas.

Rogue:

Keep: Wild Growth, Dr. Boom (if you have Wild Growth), Innervate, Shade of Naxxramas.

Paladin:

Keep: Innervate, Wild Growth, Aspirant, Swipe, Keeper of the Grove.

Hunter:

Keep: Innervate, Wild Growth, Keeper of the Grove, Aspirant and maybe a wrath if aggro hunter is popular at the time of playing the deck.

Druid:

Keep: Innervate, Wild Growth, Shade of Naxxramas, Aspirant (NOTE: Wild Growth is super important, if your opponent has it and you don't, the chance that you win is like 20%.)

Warlock (Zoo):

Keep: Innervate, Keeper of the Grove, Aspirant, Wild Growth and maybe a wrath if the rest of your starting hand is good to.

Warlock (Handlock):

Keep: Wild Growth, Innervate, Big Game Hunter, Keeper of the Grove (NOTE: Try to clear the board as much as possible instead of going face. You will want to kill your opponent in one turn because that way he/she can't play very cheap molten giants and the board clears will become rather useless because many of them require him/her to have a decent board.)

Mage:

Keep: Innervat, Wild Growth, Wrath, Piloted Shredder, Keeper of the Grove.

Priest:

Keep: Wild Growth, Innervate, Shade of Naxxramas, Piloted Shredder, Aspirant.

 

Matchups:

Druid:

52-48 (This deck is pretty good in the mirror because it's more control oriented than most other Druid decks at the moment.)

Mage: 

44-56 (Mage is pretty hard, mostly tempo mage is an issue because mirror entity and fireball is so powerfull against Druid but freeze mage however is a very good matchup.)

Shaman:

50-50 (Very even matchup, depends on tempo.)

Warlock:

56-44 (Handlock is pretty even but Demon-Zoo however is a pretty good matchup for Druid.)

Warrior:

60-40 (Control Warrior is a very good matchup, the warrior often needs to take a lot of damage in order to remove the Druid's minions wich results in the Warrior dying from the combo a lot of the times. Patron Warrior however is unfavoured but not that much, just try to play aggresively against the Patron Warriors.)

Rogue: 

57-43 (Pretty good matchup however overextending can cost you the game if your opponent gets a big weapon and a good Blade Flurry.)

Paladin: 

45-55 (Not a very good matchup because of the equality concecrate combo and the high amount of damage per turn Paladin can put out but not unwinnable by any means.)

Priest: 

42-58 (Priest is pretty good against Druid, Dragon Priest specifically is a pretty bad matchup.)

Hunter: 

58-42 (Usually this matchup is pretty even, a slightly bit favoured for the Druid but I am very good at playing against Hunter for some reason.)

Thanks for reading!

If you have any more questions, feel free to ask them in the comment section or add me on battle.net if I'm not answering on hearthpwn. Suggestions are also greatly appreciated! It took me a very long time to write all of this so I hope that you will take the time to upvote the deck. But only if you like it ofcourse!

- Australium#1422 (EU)

Questions:

Q1: When should I use Ancient of Lore for heal?

Using the Ancient of Lore for heal is something very rare, you should only do it under these circumstances:

- If you're going to die next turn.

- If you don't want anymore cards because you already have everything you need to kill your opponent next turn.

- If you want to avoid taking fatigue damage.

- Against Freeze Mage the turn after the mage plays Alexstraza, you should even keep at least one Ancient of Lore specifically for healing up in this matchup.

Q2: Should I coin out Wild Growth on turn one?

Yes, but only if you have a Shade of Naxxramas to follow up with.