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[S16] Moliadrin's Mystic Dragon Druid

  • Last updated Jul 6, 2015 (Blackrock Launch)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3960
  • Dust Needed: Loading Collection
  • Created: 7/5/2015 (Blackrock Launch)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    45

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DRAGONS WILL RISE AGAINST YOU!

 

Players, i've done it! The control Dragon Druid is alive!

I was really bored about the Ramp Druid with with Savage Roar and Force of Nature, so, i decided to try to create a new control druid with some new cards .

CARD EXPLANATION

I really like to put unusual cards in my decks, to surprise my enemy and turn the situation in my favor. some of them must be explained to make you understand why they are in the deck.

 

Why only one Wild Growth?

 

Wild Growth gives you tempo and let you play minions earlier but in this deck, you get enough tempo with Innervate already. Of course, at game  starting you always mulligan for Wild growth and if you get it it's great, but you don't really need more than 1 here. You don't have all that late game to say you really need 2, also because you draw the second one when you already have 8 or 9 mana and become useless until you have 10 mana to draw a card. However, if you really want to have 2 in the deck, you can replace Acidic Swamp Ooze for it (and lose a control card).

 

Why Healing Touch?

 

You don't always want to heal yourself, but just one of your minion to keep a total dominance on the board. Healing Touch, plus a possible heal from 2 Ancient of Lore can provide enough heal both for you and/or for your minions.

 

Why Starfall?

 

Oh man, i really love this card, and you should love it too. Choose to deal a consistent damage on a single minion or an aoe damage to all the enemy minions in a single card. This card alone can counter both aggro and control decks and provide you to take control in a lot of situations. People plays around Swipe, but they doesn't really expect a Starfall, and when you clear the board with it, is really satisfying.

 

Why Acidic Swamp Ooze instead of Harrison Jones?

 

Harrison Jones it's too slow for this deck. You already have enough late game, you need to make your early more consistent. With this cheaper minion you don't have the "Harrison turn" when you just play it and pass. With ooze you can still destroy the opponent's weapon and probably play something else the same turn (i'm talking about turn 5/6) which make more difficult to clear for the enemy.

Also, with 2 Ancient of Lore,  Wrath, an eventually draw with Wild Growth, Nefarian and Ysera you don't need more draws. Of course it's a personal decision, fell free to choose which one is the best choice for you!

 

Why Sunfury protector?

 

The threat of Face Hunters and Zoo decks is real, you really need to counter them at your best and Sunfury Protector helps you a lot in this. Taunt up a Twilight Drake or a buffed Blackwing Technician is really helpful vs aggro dekcs, more and more times i won because i taunted up 2 minions and he already used his silence.

 

Why Nefarian?

 

 First of all, it's a dragon which activate Blackwing Technician and Blackwing Corruptor. The second reason is because can help you to maintain board control. I know it's the only BGH target and 2 out of 4 times he gets killed by it next turn, but if it happens, you still have 2 more spells in your hand which helps you a lot in all the situations.

 

 

MULLIGAN GUIDE

The mulligan is almost the same for every deck. Mulligan for Wild Growth is always good.

 

VS AGGRO DECKS:

 

Mulligan forTwilight Drake, Blackwing Technician, Sunfury Protector and Wrath

If you want to play more safely, you can also mulligan for Healing Touch and/or Starfall.

 

VS CONTROL DECKS:

 

Mulligan for Twilight Drake, Blackwing Technician and Wrath/Keeper of the Grove.

 

VS COMBO DECKS: 

 

Mulligan for [card]Blackwing Technician[/card], Wrath and  Keeper of the Grove

 

 

 GENERAL STRATEGY AND BAD MATCHUPS STRATEGY

The purpose of this deck is mostly to counter the aggro decks tauting up your minions and clearing continuously the enemy board with your spells (you have 4 aoe damage, should be enough :) ) until you have the total domain of the match and the enemy can't do anything but concede. The most difficult match are Handlock and Control warrior. 

 

HANDLOCK:

 

Mulligan for Innervate, Blackwing Technician and Twilight Drake.

Keep Keeper of the Grove to silenceSylvanas Windrunner or a taunt if you're going to finish him, and Big Game Hunter/Starfall for his giants. Keep in mind how many dragons you have left in your deck to activate your Blackwing Corruptor and if you're afraid you can't may activate them next few turns, it's better to keep a dragon in your hand. If you're facing a lot of Handlock, cut a Blackwing Technician for a second Big Game Hunter.

 

CONTROL WARRIOR:

 

Mulligan for Twilight Drake, Acidic Swamp Ooze and Keeper of the Grove. The best way to use the Ooze is if he play Fiery War Axe and he doesn't use it cause there are no minions on board (it usually happens on turn 2 or coin, turn 1) or for Death's Bite. If he has only 1 durability on Fiery War Axe it's not worth use your ooze. Keep Big Game Hunter for Baron Geddon and silence Sylvanas Windrunner, Starfall for Emperor Thaurissan/Shieldmaiden.

 

 I hope you will have a lot of fun playing it! If you like the deck, don't forget to rate it!

Feedbacks are welcome!

Enjoy!