Welcome everyone to this deck,
This is the deck I am gonna use to get to Legend. I have reached legend last 3 seasons in a row, and now I will use this deck to get there. This is a Mech Druid, yeah you read it right a Mech Druid. Do not look at this and immediately make the mistake as I did before, by thinking it just doesn't work, because this deck works insanely. I am goin 13-2 atm with it so it is looking promising. I will put my progress here and if I reach Legend I will post a Youtube video.
Why play this? Because this actually does what a lot of other decks claim to do. It outlasts the fast decks and it is too fast for control decks. Normally Hunters, Mages and Warlocks are too hard for Druid, but not with this deck. This deck is a guaranteed succes ! And after all, the deck is really cheap with only 1 Legendary, which everyone basically has: Dr. Boom. So it makes the deck even cheaper .
There are a lot of cards you have to keep in every situation. These cards are :
You also have a lot of cards that you can keep, but under some conditions. These are the cards:
Wrath is a card you need to keep against agressive opponents. So Face Hunter, Face Paladin . Mech Shaman , Mech Mage and all the other aggro decks.
Swipe I tend to keep swipe against paladin. It is definitely not a must, but I prefer to. I feel like turn 4 against a paladin I always want to swipe something, so that's why I tend to keep it.
Keeper of the Grove I like to keep this card against agressive opponents, especially if we have the coin or an innervate!
Ancient of Lore This is very rare but if you have an Innervate + coin, you can keep the Ancient of Lore IF you have a 1 or 2 drop in your hand. You can also keep Ancient of lore with double innervate.
Spider Tank Only if it suits your mana curve really well. For example : Cogmaster > Annoy-o-Tron> Spider Tank or coin Mechwarper > Spider tank.
Tinkertown Technician Here applies the same as with Spider Tank. If you have a great curve definitely keep this tinkertown
How to play this deck?
You win games with this deck by finishing him off with a combo piece, or just have a way too good of a board to deal with. From turn 1-6 . you are trying to control the board, but more importantly make sure your own board is well developed. You are also trying to get a little bit of face damage dealt. Turn 7-9 you are really getting focused on the face damage, especially if your hand has some combo pieces. If you haven't finished him on turn 10 or higher, you can still topdeck lethal with starfire Force of Nature, Savage Roar, Druid of the claw, Swipe.
Deck Change #1: -Mark of the Wild and + Force of Nature . A lot of people commented a 2nd FoN would be viable and i feel aswell it should be, but i couldn't find a spot. Mark of the wild is actually decent in this deck but i think the 2nd FoN should be better.
Deck Change #2: -Tinkertown Technician and + Haunted Creeper , I needed some more early game as there is a lot of aggro out now. Haunted creeper is really sticky and its deathrattle is good for savage roar and power of the wild. I am also thinking of replacing one piloted shredder with a kezan mystic, because more than 50% of my matchups are hunter or mage atm.