(Top 10 Legend) Combo Druid
- Last updated Jul 15, 2015 (Blackrock Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4240
- Dust Needed: Loading Collection
- Created: 7/14/2015 (Blackrock Launch)
- user_731670
- Registered User
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- 7
- 14
- 53
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Battle Tag:
KingGio
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Region:
US
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Total Deck Rating
171
Here's the deck I just used to win 80% of my games after Legend #30 . Finally got top 10 so I thought I would share. I think druid is very strong in this meta and that's why I went with it. No sense writing a guide for combo druid since everyone is familiar with it by now. Instead I will explain the finer points.
Tech
Mind Control Tech: This thing won a lot of games. When druid falls behind on board, it struggles to get it back, so swing cards like this one can save a lot of games. It greatly improves the mage and zoo matchup, which can be tricky. You can also toss this thing out on 3 as a body which is important for board presence early. This card is never bad, versus say, Zombie Chow which is worthless and infact hurts you after turn 1. More on Zombie Chow later.
Senjin: This used to be Rag but I needed a more consistent early board. When you wild growth on two, you need a 4 drop on 4. The shredders often aren't enough, so this is basically a third shredder. This and the MCT almost guarantee you get something going early on. It also helps against hunters since this list only runs a single belcher.
Mulligan
Your muligan is pretty consistent across every matchup: wild growth, innervate, shredder (if also have innervate), shade, and keeper. You always keep shredder or keeper with an innervate. You can keep swipe against paladin sometimes if the rest of your hand supports it. Possibly against lock, but it's bad against handlock.
Sometimes you keep wrath. Depends on the read you put on your opponent's deck (aggro/control), and the plays you have to follow up. Example mulligan, against warlock: you are offered wild growth, druid, azure drake, wrath. In this instance, you keep wrath, because you don't have a play after wg. But if that azure drake were a shredder, you would ditch the wrath because you are a) curving out and b) need to find card draw engines (lore). The subtleties of mulliganing become more clear as you play. Just remember, it plays like a tempo deck, and although wrath is great, is usually bad early tempo. You'd rather innervate a keeper to get a body out there. I estimate success with the deck to be around 80% based on mulligan. Knowing what to keep and look for is something you will become better at.
Here are the statistics from rank 6 to Legend #8 .
Omitted Cards
Harrison Jones: As you can see from my stats, weapon classes didn't really bother this deck. The biggest argument for Harrison is the card draw, which is a major theme for this deck, but Azure Drake is superior in this regard because it guarantees a cycle against every matchup. I opted not to run both to avoid bloating the already ample 5 slot, and frankly, weapons were not a major concern. One important reason for this is that if your opponent is using their face to remove your board, they are taking in a sense double damage and are bringing themselves into range of your combo. The other side of Harrison is the weapon destruction, but as 5 mana is too late for the patron combo. Ooze is superior for this purpose.
Sylvanas: I usually put this card in every deck, including my old Mech Mage, but simply forgot to put her in and was winning so many games I never really noticed. Sylvanas is best used when behind, but this deck is meant to play from infront so you rarely would get the intended value. Rather she would be the only silence target and bloat the 6-7 slot as a 5/5 and be useless against aggro. If the meta slowed down I would replace MCT/Senjin with this card.
Zombie Chow: This is not a good card in druid. First of all, every game you want to start with 1 innervate, and/or 1 wild growth. If you're also looking for zombie chow, you're making your mulligan less consistent. You don't need a chow on turn 1 to win, it won't make much difference. However, if you get innervate or wg, your winrate goes up quite a bit. Secondly, zombie chow heals your opponent. Normally that doesn't matter, but combo druid sometimes plays like a soft aggro deck and a lot of wins come down to single points of damage off a combo or something. So the +5 is a really big deal.
I am absolutely in love with this deck! The only card I'm missing isDr. Boom. Could I sub him out for Arch-Thief Rafaam?
So by any chance are there replacements for Ancients of lore?
This deck finally concludes my quest to find a deck that truly counters Pure Cancer (SMOrc Hunter/Face Hunter). The amount of AIDS on ladder these days require a form of justice; and this magnificent deck actually counters them! I suppose Ramp Druid would do the same thing, but every time I face a face hunter (hehe) this deck prevails. I end up with like 2-5 hp left but still works :D if you guys are looking for a counter to most of ladder today, play this deck TO THE TEE I love it!
You can add up 2 Savage Combatant,and 1 Darnassus Asspirant :) Pretty in Meta dudu cards now
Good deck. One of the more affordable versions of combo druid.
Thanks I was thinking this earlier and glad someone finally noticed. Was just a coincidence but a boon nonetheless.
Played your deck to rank 5 with moderate success.
Since rank 5 - I've gone 1 and 10. Everything is butchering me. zoo rush. hunter rush. hunter mid. control warrior. rush paly.
everything.
I don't know how you believe this deck "plays in front"
To the control warrior point - this matchup is a nightmare. THis deck does not play ahead. it uses turn 1 and 2 to idle and wild growth in best case. by next turn you need a four drop shredder....if you don't have - you're screwed. meanwhile cw is just armoring up ready to shield slam what minion you do eventually drop. from there it just becomes downhill plow with legend minions flooding board.
PS - I had to tech a shade to ooze and senjin to kezan. Without ooze and kezan mage/hunter/warrior are just unbearable. with those techs... you have a chance.
this deck needs great draw and a great mulligan period. If your mulligan is bad you have no chance. Even with good mulligan I find this deck plays behind extremely bad. I can't tell you how many times i go first with wild growth in hand and get no mulligan 4 drops... after WG on turn 2... i draw DofC and loath and just get whacked as i've dropped basically turn 1 / 2 / and now 3 with nothing.
Everywhere I look it says combo druid destroys control warrior but I'm 0-3 against control so far with this deck...any tips?
How can I answer this question when I haven't seen any of the three games ? I have no idea what you are doing wrong in a highly favored matchup. Go face more probably.
I dont have Dr.Boom help
Dr. Boom is a staple in competitive play. If you really don't have one, maybe Ancient of War or maybe something equivalent in stats and mana cost. But seriously, craft him. You NEED it.
If you are seriously poor and can't craft it, use boulderfist ogre. It can probably work since it's not bgh'able
now i have :) ty
Shade is one of the best cards. Why hate it when you can win with it ?
What do you think about MCT in your mulligan?
You don't keep it. If you're going second against mage you might keep it. MAYBE going second against Warlock, but probably not.
this deck is very nice 9-3,found it suits my playstyle very well and I found it very affordable too, I replaced a FoN for an Azure Drake, but anyways love the deck so far!
Hi.
Love your deck, gives some great wins, but the problem is if I don't draw innervate / WG in time and hunter / Zoo gets an average or good draw I just die no matter what. Is it worth to put something else in the deck for aggro-stop?
Secondly, is it worth to play coin -> innervate -> Shredder on turn 1 or should I wait for turn 2?
Thirdly, what's better to innervate on turn 2: Shredder on Senjin?
Thanks for answers and keep up going.
I would sub in a zombie chow if you lose to aggro too much. You may also want to sub in Ooze agains hunter for the Eaglhorn or Warriors Deaths bite. Destroying the deaths bite really messes up patron decks.
Coining out shredder with innervate can be good, but as a druid you really want to play on curve. For example if you have another 4 drop in your hand, I'd innervate shredder turn 2 and coin out the 4 drop.
As for shredder vs senjin, i would choose depending on your opponents board. If they have a big board of 2/1's or minions that trade poorly into a 3/5, i would play the tas'dingo. If their board is empty or fairly small, and they won't be able to trade well into shredder, the play the shredder. Most of the time shredder is the choice.
:)
Love the deck. Thank for this guide. Do you stream?