+100
Favorite this Deck

ZealousPawn's Legendary Non-Tech Double Combo D...

  • Last updated Apr 21, 2015 (Blackrock Launch)
  • Edit
  • |

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)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    168

View 2 other Decks by ZealousPawn
BBCode:
Export to
**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:
 
Proof of Legendary
 
 
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.