Low Budget Mid Range Non-Legendary Druid
- Last updated Mar 25, 2014 (Live Patch 4973)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1740
- Dust Needed: Loading Collection
- Created: 1/23/2014 (Beta Patch 4482)
- Intektel
- Registered User
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- 2
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Total Deck Rating
43
Hey all!
This is my relatively cheap non-Legendary deck that has carried me up to Rank 3, so far. The deck focuses on claiming board advantage between turns 3 to 7 such as to out pace late-game control decks while still having enough control against early aggro decks.
As a mind-set, play your minions to control the board while hoarding spells for Violet Teacher or Gadgetzan Auctioneer. Of course, there are many cards you can trade out.
The two main combo's are as follows:
[1] Gadgetzan Auctioneer + Innervate + [2 or less spell]
This results in a 4/4, increased board control, and 2-3 cards.
[2] Violet Teacher + Innervate + Power of the Wild (+1/+1)
This results in a 4/6, 2/2 and 2/2. It should be noted that Power of the Wild first triggers a Violet Apprentice then gives it +1/+1.
It should also be noted that Violet Teacher is still a reasonable 3/5 for 4 drop. Her passive is powerful enough as to give her (what I call) Pseudo Taunt. This makes her a superior choice to Sen'jin Shieldmasta.
Possible Card Trades:
[1] Claw for Naturalize: Gadgetzan Auctioneer + Naturalize makes Naturalize far more worth.
[2] Wild Pyromancer & Youthful Brewmaster for two of the following:
Faerie Dragon/Acidic Swamp Ooze/Mad Bomber/Ironbeak Owl/Kobold Geomancer: Clearly there are many decent 2 cost cards. Change the 2 drops depending on the meta. I personally think Wild Pyromancer and Youthful Brewmaster have high value at any turn.
[3] Chillwind Yeti/Violet Teacher/Twilight Drake/Sen'jin Shieldmasta are very potent 4 drops. I prefer Chillwind Yeti for consistency and Violet Teacher for its higher potential.
[4] Venture Co. Mercenary for ANY decent Legendary or Ancient of War/Ancient of Lore: I run Venture Co. Mercenary since I don't own any of it's replacements. Still, it's a powerful turn 5 drop that will most likely trade 2 cards for 1. If it lives, you should have been hoarding spells that you can cast with their costs unaffected!
[5] Starfire for Starfall: I don't own Starfall. But I personally enjoy Starfire's ability to do direct damage to their hero.
[6] Argent Commander & Sunwalker for TWO Argent Commander or TWO Sunwalker: I like one of each since I've been in situations where I've needed both. Sunwalker has very high value in its stats such that it's possible to trade 3 cards for 1. Argent Commander usually trades 2 cards for 1 but swings the aggression in your favor. Also -- The Black Knight can just suck it.
[7] Gadgetzan Auctioneer for Azure Drake: Gadgetzan Auctioneer is better if you are confident that you will use at least 2 spells to draw. Azure Drake is better if you feel that you will only be able to cast 1 spell after playing it.
Hope you enjoy the deck, good luck! <3
This deck is awesome!
I've been playing for a while and I like it!
I've swapped the Auctionners for Azure Drakes and works pretty well with the Spell boost! I've swapped Venure for AoW and does not get any bad trades at all! 5/10 it's a HUGE WALL! :D
Thanks for it, i'm following to get more and more experience with this deck!
Cya
Sorry, but this deck in the current meta gets eaten alive. Between rank 15 and 10 I'm struggling to win more than 1 in 3, and consistently have to switch to other decks that can actually compete. The major issue is that the deck is so heavy on gimmicky combo stuff and mid range cards that it can never get off to a decent start, and so pretty much every popular deck type will destroy it.
40 games, 13 wins. Do not recommend.
I just stop by to say thank you. Reading this thread and buiding this deck (very similar) i improved my win ratio, but thats pretty normal. Whats not normal is that i went for my 50th or so arena run and i got druid. So i started building my druid based on this deck and surprise, surprise i got my 1st ever 12 wins (although the prizes were disappointing), so thank you for that. This deck is awesome.
LOVE how you go into detail over the combos with this deck. I might not have all the cards for this deck, still need another Violet Teacher, and 2 gadgetzan auctioneers. Though i am missing 11 cards to duplicate this deck, I have been winning a lot just because of the violet teacher + innervate + power of the wild. The only bad things that have happened to me using the teacher + innervate + power of wild combo is a blizzard, flamestrike, or consecration.
rank 18-13 with this deck
2 azures instead of gag (dont have them), also makes swipe extra awesome
1 less violet --> 1 more ironbark
1 less power of the wild --> 1 ancient watcher
dont got wrath/youthful --> 2 sunfury protectors --> solid early game with watcher/golem --> drive people bonkers
Edit: wild pyro saved my ass so many times it's ridiculous lol.
PS: agree with 1x sunwalker and 1x argent, running 2 of each is unnecessary and less versatile. the two together have saved me from ragnaros multiple times.
Very nice deck. Venture co + innervate is pretty good combo too. I do have situations which I have to use up my spell cards before I can play my violet teacher or auctioneer.
Enjoying this deck so far. I took out the Venture Co, Sunwalker, Harvest Golem x1, Pyro, Yeti, Earthen Ring Farseer, and Clawx1 for:
Ancient of Lore, another Argent Commander, Injured Blademaster, 2 Faerie Dragons, a Shattered Sun Cleric and a Naturalize which has helped to remove a legendary here and there. Not sure if it's worth giving them 2 cards sometimes though.
I also took out one Auctioneer for an Azure Drake, not sure if I will switch back to 2 but the extra spell damage has helped with lethal a few times.
I'm considering taking out a Faerie dragon for an Acidic Swamp Ooze but seem to be running into more spell casters lately.
I have an Ancient of War, would you recommend putting it in the deck in place of one of my cards?
I actually experienced some difficulties later on and switched back to your vanilla deck with the following changes.
Venture Co -> Ancient of Lore
Sunwalker -> Ancient of War
Pyro and Brewmaster -> Faerie Dragon and Acidic Swamp Ooze
Claw x1 -> Naturalize
First deck I am creating for druid play. Works very well. Have gone 10-2 so far. Deck description and your comment responses in particular have been very helpful too. Thanks.
Do not have any keepers of the grove so far. Running 2 spell breakers instead (seems to be a minor downgrade so far). No BGH either. Running 2 naturalizes (started with 1 and but made it 2 after a particularly painful warrior loss). Tried using an azure drake instead of the auctioneer. Switched back to 2 auctioneers as I seem to be able to get more value out of getting an early auctioneer. Have an ancient of war instead of the venture co. Running just 1 violet teacher instead of 2. Had a 2nd yeti instead of her first. Swapped out for a healing touch recently (cause of the 2 losses I have had so far).
The losses so far have been rather instructive too. First of the losses was to a priest who happened to steal both harvest golems and hold on to them (shadow madness to keep the damaged golem and cabal priest for perm steal). Second loss was to a warrior running Grom, Alexz, Deathwing, Ragnaros, Cairne and a couple of molten giants. I was able to clear the Grom, Alexz, Rag and the 2 giants while setting up kill conditions on 4 different turns. But the Deathwing and Cairne play at the end did me in. Was 2 dmg short of lethal on the last 2 turns too. This pretty much made me include a 2nd naturalize in the deck (am right now debating including a owl instead of the 2nd naturalize).
Now, where does the deck go from here? I do not really like a 2nd violet teacher (especially against all those hunter UTH decks I am running up against). I am thinking about swapping out the brewmaster(given that i dont have a owl or the BGH) for a kobold or a swamp ooze.. probably the ooze. Also think I could swap out the Sunwalker for another argent commander (but dont have a 2nd one anyway.. and still might not be able to bring myself to make that swap). How would an ancient of lore if i ever get one fit in? Would you substitute 1 star fire for 1 star fall? Would a force of nature and savage roar fit into this deck (dont have FoH to try it out)? And finally, what cards would you swap out for that combo?
I'm glad I was able to help you out regarding the description and comments! :D
Keeper of the Groves are both really strong, but Spellbreaker is another solid 4 drop silence. I haven't personally tried to throw the Spellbreaker in, but I'm sure the deck will still be potent.
Running two naturalizes seems reasonable since there are other legendaries out there that aren't killed by BGH. I'm actually considering swapping one claw for one naturalize in the recent meta changes.
I don't own an azure drake, so I'm totally for you playing with twin auctioneers! ;D
Swapping out the venture Co. for a Ancient of War seems solid -- although I would prefer Ancient of Lore. And the Violet teacher swap for a healing touch seems reasonable. Personally, I find the Earthen Ring Farseer to be superior to healing touch. Three mana throws off the tempo of my playstyle -- I prefer having a minion on the board.
Play Violet Teacher against Warriors & Hunters with the intention of only trading minions. Don't cast spells with them on, unless its Power of the Wild. Violet Teachers stats are really solid for a 4 drop. Just make sure she trades 2 for 1 ASAP in those match ups.
Kobold or Swamp Oozes are both potent drops, I'd go for the Swamp Ooze for the Brew Master. And yeah -- the Black Knight is becoming used more often. Running two Argent Commanders would work quite nicely, especially with the Ancient of War in the deck.
I tried running 1 starfire and starfall, but the results weren't that glorious. I think I still prefer the two Starfires. I also tried fiddling with the FoN & Savage Roar combo. This deck expects to have lethal by turn 7/8. Trying to run a 9 mana combo is risky and slows the deck down if you draw either card too early. I didn't like the results it gave me since its contradictory to the pace of the deck. However -- if you still want to try it out, I swapped out 1 Claw for Savage Roar & 1 Starfire.
GLHF! :D <3
Have gone 5-5 over the next 10 games while trying the changes we discussed earlier. Experiences have mostly been in line with your insights so far.
Starfall has mostly been subpar compared to starfire. FoN+Roar or Cenarius have no place in this deck. Violet teacher is pretty good. Running 2 of her now. But drawing 2 of them has mostly resulted in the one of them being a dead card. Crafted a BGH. 1BGH+1 naturalize working a lot better than 2 naturalizes. Have an ooze still instead of the brewmaster. 2 argent commanders working better than a sunwalker+argent commander. I think having the 2 druids of the claw allow us to safely skip the sunwalker. Still no ancient of lore - contemplating if I should craft 1 to replace the ancient of war. And yes, farseer works better than healing touch in most scenarios.
Changes from the deck posted above as of now - Ooze instead of youthful. 2 Spellbreakers instead of 2 Keepers (Still havent been able to get 1). And a naturalize instead of the pyro. Swapped out the 2 mana minion slot for the naturalize/BGH as I keep running into a lot more giants/legendaries from my opponents. Only problem right now are the murloc decks that I run into - having the keepers instead of the spellbreakers might alleviate that issue a bit. Right now am really reliant on getting timely Swipe draws. Also getting an innervate by turn 2 seems to have a huge correlation with the end result. And yes.. have now moved to running 2 azure drakes instead of the 2 auctioneers! The auctioneers were luring me into riskier plays much to my detriment. Think am safer with the drakes.
Violet Teacher by herself isn't necessarily a dead card. Her stats are pretty decent as a 3/5 for 4. And I actually swapped out a decent number of cards recently as well. I still kept the Brew Master as well as taking out the wild pyromancer and 1x claw for 2x Faire Dragons. Also I agree with the twin Argent Commanders -- I've been running those guys too. Sunwalker reverses the pace of the game while Argent makes it.
For 3 drops: I've actually taken out 1x Harvest Golem and 1x Earthen Ring Farseer FOR 1x Injured Blade Master and 1x Shatterd Sun Cleric.
Great deck that can be shifted depending on cards one has. My deck currently is pretty similar; except I have a Nourish and Force of Nature and 1 Healing Touch (can't resist :) and Azure Drake replacing 1 Gadgetzan Auctioneer (rarely make use of 2, despite increase of odds in getting one out, but Azure Drake adds some more flex personally). Also don't have Wild Pyro/Brewmaster/Big Game Hunter, but a Naturalize poorman subbing for quick minion removal - though I don't like giving my opponent draws however it can combo well to set you up for many options given it's 1 mana cost where won't really matter if your opponent gets 2 cards.
I've considered trying a Knife Juggler with the Violet Teacher to see if when the 1/1 Apprentices are spawned if it triggers Knife Jugg's ability. Not sure.
I'm working on getting an Ancient epic. Probably Ancient of War as I have some decent card flow with 1 Loot Hoarder as well and one of my favsNourish.
Hey Inektel. I'm kind of new to hearthstone and by chance happened to have a lot of druid cards so I made your deck and I'm really enjoying it. Made a few changes, let me know what you think:
Earthen Ring Farseer --> Demolisher
Sunwalker --> Ancient of Lore
Violet Teacher x1 --> Ancient of War
Starfire --> Starfall
And I removed your two drops and just added an Ooze and Mad Bomber. I'm just unsure on how to play wild pyromancer really. Also, it's cool when violet teacher works out but sometimes I find myself using the 3/2 panther on power of the wild if I'm really in need of it earlier, so figured I could cut one violet teacher. Your deck rocks man, I'm having a lot of fun with it.
Hey! I'm glad you're enjoying it! :D
Demolisher is a relatively weak card -- since it triggers at the start of your turn. That means there's a high chance that it will not be cost & card efficient.
Ancient of Lore is amazing ... instant 3 for 1 card trade which is insane. Ancient of Lore should probably replace the Venture Co.
Ancient of War is also powerful -- not as much as the Lore. But Ancient of War can replace the Sunwalker.
Starfire is my preference. Starfall is also a very strong card but that depends on your playstyle. Both have their ups and downs. I'm used to playing with my lovely starfire :D <3
The other 2 drop exchanges are all reasonable ^_^ GLHF! <3
If you want to shift the deck to a more late game based one, then I'd recommend taking out Venture Co. & 1 Violet Teacher for two Legendary late games. And the Acidic Swamp Ooze is a pretty good idea! GLHF! <3
Faceless Manipulator is another extremely strong card. I think it's even stronger if you have Big Game Hunter which you hopefully have too! Though it does weaken your early game...and ever since Reynad hit legendary, there are many aggro-decks from all the classes that are being used. Faceless may not be a preferred choice in the recent Meta.
Best of luck! GLHF! <3
I have a couple of questions. What do you think about having Hogger instead of a Violet Teacher? Also a Ancient of War instead of an Argent Commander?
By the way a card like Nat Pagle fits in a deck like this? If not, what kind of deck is he good at? I think it's a great card and all but I don't want to create a mess or anything. lol
[1] Hogger, in general, is relatively weak. He he essentially a 6 drops for 6/6 but divided into a weaker 2/2 taunt. Against aggro decks, a 2/2 taunter will not suffice to protect you. Also, the 4/4 Hogger on turn 6 is relatively easy to remove with the later game spells/weapons. There are better 6 drops out there -- namely Argent Commander, Sunwalker, Cairne, Sylvanas, etc.
In light of this deck, as noted above, you want your curve to be 3-5 mana heavy. I'd be reserved on adding more than five 'late' game card drops.
[2] Ancient of War is a very powerful card and will usually be thrown into the +5 Health & Taunt mode. I think Ancient of War better replaces Venture Co. Mercenary or Sunwalker.
However, the aim for this deck is to end the game pre-turn 8 such as to dodge major drops that you can't handle. Putting in a 7 mana taunter is stronger in a late game deck that requires a transition taunter to protect future turn 8-10 drops. I would definitely keep Argent Commander for its ability to keep the game pace on your side.
If you have Ancient of Lore, however, I think that cards value is way even stronger since its a guaranteed 3 cards for 1 drop.
[3] Nat Pagle is stronger in late game oriented decks. Its an investment that slows down your early & mid game while ensuring a late game finish. If you enjoy late game control decks, Nat Pagle is a very potent card.
I do not think it will fit well in this one. In this deck, you should own turn 2 & 3 cards to play minions that will knock off 8+ damage from the enemy minions/hero.
Big Game Hunter is pretty important in the recent Giants Meta, definitely worth the craft! Ancient of Lore and Yeti are both really potent cards. I wish you the best of luck! GLHF! :D