ZealousPawn's Legendary Non-Tech Double Combo D...
- Last updated Apr 21, 2015 (Blackrock Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5840
- Dust Needed: Loading Collection
- Created: 4/15/2015 (Blackrock Launch)
- ZealousPawn
- Registered User
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- 2
- 5
- 14
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Total Deck Rating
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**UPDATE**
Due to the popularity of this deck, I have decided to upload videos on YouTube of myself playing against decks commonly played on the ladder--I have provided commentary of my thought process for each decision based on each match-up, including mulligan considerations. I am posting the links to the videos I have done so far:
Mech Mage: Double Combo Druid vs Mech Mage
Freeze Mage: Double Combo Druid vs Freeze Mage
Face Hunter: Double Combo Druid vs Face Hunter
Druid: Double Combo Druid vs Druid
Control Warrior: Double Combo Druid vs Control Warrior
Note: This is a double combo Druid. If you don't know how to play this kind of deck, my comments below probably won't help you. My comments are for those looking for the right double combo Druid for them, and my arguments for card choice. Skip to the bottom for a short TL;DR summary. I have had a lot of success with this deck, and currently I am top 100 NA:
How is this different from traditional GvG double combo Druids?
The addition of Emperor Thaurissan has done wonders for the Druid class. This is a double combo Druid, which is made even more deadly with the occasionally cheaper combo (force of nature savage roar). The "wombo combo" (Force of Nature, Savage Roar, Savage Roar) used to only be possible with Innervate, now if you have 2 of those 3 pieces in hand when dropping Emperor Thaurissan, even if he dies right after, a 10 mana wombo combo is possible. In most cases wombo combo is lethal regardless of how much health your opponent has, since it does 22 damage and gives +4 attack to any minion on the field.
The only downside to having cheap cards is the possibility of running out of steam--same problem Druid has always had when they hit too much ramp (Wild Growth and Innervate) but don't draw Ancient of Lore... Too much mana and no efficient way to use it. The solution is simple--the deck requires more draw. So instead of running Kezan Mystic, or Mind Control Tech, or other tech cards, I have included two Azure Drake. Now with 2 lores, 2 drakes, and 2 wraths, we have between 8-10 card draws in the deck. That's serious drawing power!
It is perfectly reasonable to play Nourish and a second Sludge belcher instead of the drakes, and I did that early in the season until the meta sped up. Now I favor the drakes, because in addition to the card draw, the spell damage comes in handy and the 4-4 body is not too bad against aggressive decks.
Key Omissions:
These cards than can work well with Druid, but I chose not to include in this deck. These cards of course have Pros, but I have listed the cons that kept me from using them:
Zombie Chow: some decks run 1 or 2. If there is only 1, you can't have any expectation of getting it early. If you have 2, you're devoting 2 spots to a card that you normally don't want to play after a handful of turns. It has the potential to be dead-er in your hand than a late wild growth. This deck prides itself in every card being useful, and zombie chow sometimes isn't.
Mind Control Tech: I prefer shade because functionally a shade will always have at least as good stats when it attacks (3/3), and has the potential to grow much stronger. Turn 1 innervate mc tech never excited anyone. In addition, if you hold onto it you may never be able to play it for value, and if you do you still might just end up with a boom bot. Give me +1 +1 stats each turn over RNG any day.
Nourish: when I first considered writing a post about this deck, I was going to call it a nourish Druid--sadly the meta sped up and I rarely could spare 5 mana just for draw. If the meta slows down again consider playing this card instead of drake.
Cenarius: Ok, I admit it, I don't have this card. But even if I did I don't think I would play it in this deck... The double combo should play kinda fast and a 9 mana card doesn't feel right to me. I think it is much more effective in the big slow heavy ramp taunt Druids.
TL;DR version: What sets this double combo Druid apart from others is prioritizing card draw and solid overall cards over situational tech cards. Every card in this deck is strong almost regardless of the meta. Big Game Hunter is the only tech card and I feel like it's just about required in every non-Aggro deck due to the prevalence of Dr Boom and Malganis.
I have been running a very similar deck to this with the only difference of having Cenarius over one Azure Drake.
Given that I keep going back and forth between ranks 4-6, I still think Cenarius has very good value in this deck, it usually guarantees you have at least one minion next turn to use in your combo in the summon 2 taunt mode and the +2/2 mode won me more than a couple games against hunters as a very expensive savage roar that helps your minions to reach over explosive trap.
The decks that give me most trouble are the mech mage (only time I miss Zombie Chow is against Mirror Image) and the fast zoolock. Demon zoolock I don't struggle much against as long as I always assume them to have Mal'Ganis in hand and try to board clear as much as possible till the combo draws.
any replacement for emperor thaurissan?
Not really. He is really important in combo decks as he gives you that little bit of permanent 'ramp' that will allow you to cast that extra spell during a single turn to win a game that you would have otherwise lost.
rag, cenarius, chow, nourish or kezan (if you see a lot of hunters/mages
I wanted to try out Druid of the Flame and I replaced it with Shade of Naxx.Works surprisingly well.
General consensus is better vs aggro, worse vs control.
not this deck, you would need to change strategy.
FoN is kind of a key card for combo drood. If you have AoW, you might go for ramp/taunt drood instead.
Some people don't run two FoN's, so you add another minion into the deck.
No because this is a combo deck that is quite reliant on at least 1 Force. 2 helps board control and increases chance to draw, but you definitely need at least one.
So, you managed to win a game at legendary rank with this deck! Impressive :p
I find there is just way too many hunters and zoo at rank 5-1 for this to be worth playing at the moment, around 80% of the games you play is vs those two match ups as druid in EU at r5. It's still a fun deck to play :)
sorry is their any card that can replace Anciet of lore ?
thx :)
Liking the deck and glad to see one without zombie chow. Only one always felt too RNG to me and 2 usually ended up as dead cards or causing my loss. Like you mentioned before mirror image seems to be the biggest annoyance and normally you can outpace aggro decks with smart trading because of the combo later on. Great job!
Great deck man! Gonna try it out. Just vsed Reynad and lossed haha. XD
Any replacements for Sylvanas? Probs a second belcher right?
You could do a second belcher but keep in mind there are already a lot of 5 drops--Sylvanas is a unique and strong card, so I recommend crafting her when you can afford it. In the meantime, if you're looking for a big threat to replace her with, maybe try Piloted Sky Golem since I know he'll play on the same curve. A good case could probably also be made for Rag or Cenarius in that spot as well.
Aggro decks are somewhat strong against this deck, but not as much as you would think. A lot of times you can just go face with your minions against things like face hunter, and finish them off with a savage roar (using swipes and wraths when necessary to manage their board). This deck doesn't have much healing and it doesn't have the big taunts like Ancient of War, so you end up racing more often then trying to stabilize. I am actually 19-16 this month in ranked play against hunter using this deck, so I don't think it needs Zombie Chow. Mages with mirror entity are the only decks that I've had real problems with.
I don't have much experience with Druid of the Flame yet.. I hesitate to take out shade because it is great against control decks. But by all means, try it and let me know how it works!