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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- 14
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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 personally run two Antique Healbot just because I love their anti aggro ability. I also have the weird choices in mine of 2x Unstable Ghoul and a Loot Hoarder just because I find That 70% of the games I play are against a form of aggro, so I needed to speed this up a bit.
This reminds me of LifeCoach's Combo Druid, except with Sylvanas and Loatheb instead of Ragnaros and Jones.
Hey, really nice deck I had a lot of success using it today. By the way I like the overlay HUD on your video's; how did you make it?
Consistent losses to Mech mage every single game against them.... 0-5 so far
0-6
Aggro mage (tempo and mech) is a tough matchup but if you get off to a decent start they are winnable. They will take early board control due to their cheap minions. In the middle turns 3-6 you need to fight agressively to take over the board before you take too much damage. Use Druid of the claw in charge form to take out their 2-4 flame walkers. Use innervates aggressively.
I need advise about 2nd Force of Nature, I only have 1. However I have 600 dust to craft it. The problem is do I need to craft 2nd FoA? I was planning to craft Ragnaros, but I don't think I need to craft Rag since i dont play many control deck. I dont know how 2nd FoA affect this deck, Should I craft it?
I do believe a second Force of Nature is useful in this deck for 2 reasons, the main reason is that it helps ensure that you draw one of them as this is a very important win condition. In the event you draw both, I find it to be a useful removal card in a lot of cases. It also helps in some situational spots, like when facing a Freezing Trap or against a Sylvanas Windrunner if you have no silence available.
That being said, I usually prioritize using dust to buy legendary cards (since you are more likely to draw epic ones in packs) and neutral cards (for obvious reasons, you can use them in more than one deck). Up to you
Thanks man, I think I'm gonna craft my 2nd Force of Nature. I can't really see Ragnaros the Firelord fit in any of my deck (I play oil, hunter mid+face, warlock zoo+hand, mech+freze mage). I was actually gonna put rag on this kind of combo druid deck since many player put ragnaros on their deck, but yeah rag just doesn't fit in my playstyle.
I come back with this result after I craft my 2nd Force of Nature.
Good deck thx man
Same old combo druid with shit "my way" cards.
Great deck, this is exactly what I need to push my combo druid to legend. Thanks!
very nice deck guide needs a mulligan section but the deck is solid a lot better on the na ladder then that druid of the flame garbage. deck is super weak to face hunter on na recommend dropping the second azure drake as he comes up almost never in most matches to be useful.
Rule of thumb is you're basically always looking for Wild Growth and Innervate. Against aggressive decks a lot of times you're also looking for Keeper of the Grove and Wrath. Always hold onto Keeper of the Grove against Warlock since its good against zoo or handlock.
I also have some mulligan talk in my videos, check them out!
Great deck again Zealous :). I hate double combo druid with a passion now :(
wooo druid
This is the most commonly played Druid deck to begin with, I don't understand what's new about this deck.
Mybe it's about the guide?
¡To Northrend!..
I took out 1x Sludge Belcher and 1x Force of Nature for 2x Argent Commander
It works wonderful.. The original Double Combo Druid, was actually called "Charge/Fast Druid", i think is good to mantain the deck theme.
Thx for the list!..
Thanks for adding the videos!