[S17] Mech Druid To Legend
- Last updated Aug 11, 2015 (Blackrock Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4000
- Dust Needed: Loading Collection
- Created: 8/4/2015 (Blackrock Launch)
- user-19797937
- Registered User
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- 5
- 10
- 27
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Battle Tag:
Psionics#1695
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Region:
EU
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Total Deck Rating
359
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 .
Mulligans:
There are a lot of cards you have to keep in every situation. These cards are :
Cogmaster Innervate Annoy-o-Tron Mechwarper
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.
Stream: www.twitch.tv/psionicshs
Starfall is probably for the draw so, no. But we can wait for the OP to come.
Awe no wonder why I have seen this deck 4 times on lower rank ladder. It took my by surprise when the guy pulls out combo and destroyed my demon zoo deck. Like the deck always enjoy something new keep up the good work. no room for Mech-Bear-Cat I love that card wish it was in more decks.
https://gyazo.com/28a57e0ef3cb083e7c22f9b7e50661ab
Thenks m8
Shit deck
Although I do agree with you, wild growth is good outside of just ramp (in combo for example it is especially good). You do not need wild growth in mech druid because mech warpers and innervate act as your "ramp" and you are playing a ton of small minions fighting to gain board with any mech deck, hence you don't want to be hero powering turn 2 in mech mage, so you ESPECIALLY don't want to be wild growthing turn 2 with your mech deck, it does nothing to contribute to the board, and the ramp effect you get over the game is less significant than say dropping (dream scenario) mech warper, coin, mech warper, annoy-o-tron turn 2 into shredder turn 3.
Granted that is a dream explosive mech start, but the win condition of the deck is a lot like zoo, you want to fight for early board control, to benefit from effects of things like tinker town technician, power of the wild, savage roar even. You run two roars with this mech druid so you are able to roar once early with mechs down to get favorable trades, and then again later with combo, since you should have minion damage on board and face damage already done throughout the first 8 turns of aggressively fighting for the board with mechs.
I certainly did not make the deck so my reasons could be completely off, but having played since the very beginning of mech, and understanding the concept of how any mech deck has to play to win, I assume some of these thoughts contribute to the lack of wild growth in this list.
Gets raped by priest, otherwise it's great
No love for Robo Cub?
There is a very large preconception by players at the lower ranks that "not knowing the meta" makes it harder because people play crazy decks, when in fact this just makes refined decks even stronger. Sure you might not know what you are playing against and get a loss here and there to an AOE you wouldn't expect the opponents archetype to run, but if you know most the common archetypes, and know your own decks win condition, if it wins from ranks 5 to legend, it will win anywhere if played well and played enough over time. You can't play a daily quest and be done for the day and expect to grind legend, or even climb from 20 to 15, 15 to 10 etc. To climb takes more of an effort. Playing a deck a lot, playing it consistently well, and maximizing control over your RNG (mulligans phase is extremely important, what to play, playing on curve, when to hold back and not flood board etc, knowing outcomes of piloted shredders) Over time RNG will equalize, every player thinks they are more unlucky than they are lucky, because the times which we are lucky we just assume that we played well, and deserved to win, but when we are unlucky, we want to blame RNG, "I CANT BELIEVE I NEVER DREW SWIPE IN THE TOP 22 CARDS!?!?!?!" but the game before you just take it for granted as it kills a juggler and 3 imps, you don't think "wow I am so lucky I had one of my two swipes in the top 7 cards of my deck.
I know you say this deck is exception, but it probably just means you are playing this deck as intended, where with other decks you may not have been. SO grats on becoming a better player, and enjoy the deck :)
If "good competitive decks" always lose to "crazy decks", then we should call the crazy ones competitive, and the competitive ones crazy. Right? ;)
exactly this
I think one thing you're missing is the difference between playing control decks and decks with a clear, set goal in mind.
A control deck plays very reactively so when you tech the deck to beat decks you are expecting to see and make plays against decks making assumptions about what they are, you inherently are at a disadvantage compared to say- an aggro deck.
An aggro deck will play nearly the same way each game and not only that, it punishes weaker-built decks much more heavily than a control deck would. A control deck gives your opponent breathing room and can be affected more by bad draws whereas an aggro deck usually does not. Also, decks that are "crazy" are a lot less often going to be able to deal with the brute force of aggro kit rather than the slowed-down control game.
Reasons like this are what makes decks like zoo, face hunter and likeminded decks very strong for laddering, on top of their very quick game times.
Are you saying aggro decks have a clear goal set in mind but control decks do not? Because if this is this case I disagree with stating that as an accepted fact. Control decks can have a very clear goal in mind. For example, control warrior, goal is to gain armor, remove early minions with weapons, run brawls in case the board gets out of control, and finish with big bodies followed by grom+cruel task, or death'sbite combo for 12-14 damage turn 8 or 10. I also know if I face a deck like freeze mage using, I have a specific goal of armoring up, and saving armor over health in case of getting alexstrasa'd, you avoid getting combo'd the next turn, and can tech things like loatheb to prevent losing to that, or "the combo" in druid match-ups. To say that "teching" loatheb in control warrior somehow makes it now a inconsistent deck is wrong IMO. Control warrior can also run harrison jones, which is a tech card, with out really being punished for it by anything. it may hurt the zoo match-up as it trades poorly with piloted shredders, many other classes that run shredder also run weapons.
Aggro decks and face decks are two different things. This is important to consider as well, because you mention zoo, and face hunter in the same sentence as if they have a similar game play in mind, which is ABSOLUTELY not the case. "Likeminded" decks? How are they likeminded? Zoo fights for early board control, and places high emphasis on minion trading, "FACE" hunter, specifically designed as a face deck. It is hyper aggressive and after turn 3 relies on heavy use of hero power and making your opponent trade, while you attack face full throttle. The only like mindset is that they play the same way every game, with polar opposite mindsets, one full board control, the other full face with a rare exception of trading.
regardless of all of this, if these "crazy decks" aggro, or control, or funky combo's like double faceless leery power overwhelming with emperor, where better overall decks they would rise to the top of legend (like patron warrior has) other crazy decks are definitely capable of winning, or beating good decks in certain match-ups, but overall consistency shines through always, and you'll find that out once you get to rank 5 and try to grind to legend. You see a lot less "crazy" decks because people don't want to waste their time with inconsistent draws, or decks that only have a few good match-ups, and you start to see decks like patron, midrange hunter, oil rogue, demon zoom all very good at facing almost every deck in field.
It's not to say that control decks don't have a clear goal, maybe I phrased that poorly, but their goal is made a lot harder to achieve because to do it, they have to be reactive and not proactive. It's difficult to react to every possible situation rather than proactively forcing the game to play the same way every time by being the aggressor.
Zoo and face hunter are similar in that they are almost always "the beatdown" deck when they play a match. Aggro decks and face decks are one and the same in my post's comparison; they both take advantage of the fact that other decks like control decks play little in the early game and snowball that advantage (of having more early-game presence) into a victory. Like you said, the only difference is their means of exploiting this advantage. Zoo is an aggro deck by most people's definitions because it plays both a lower curve than most decks and is almost always "forcing the issue" for the opponent.
The only statement I was trying to make in my post is that control decks are more susceptible to losing to "crazy decks" than aggro decks are. Like you even said yourself, they have to tech to beat certain decks more often, and if you don't have the tech for a specific "crazy" deck because you are unprepared for it, you are made more vulnerable to it.
Keep in mind that I wasn't disagreeing with what you said when I made that post, I was simply adding onto it.
On a side note, teching loatheb into a control deck DOES make it more inconsistent on at least 1 level. While it may improve your matchups more than 50% of the time, the rng involved in drawing 1 specific card in matchups where it both may be completely useless, or the key card to win the game with makes the deck more inconsistent- not on a global scale, but technically speaking (as compared to running 1 all-purpose card). Control decks do not perform as consistently against all decks on the spectrum when you change it to have tech cards.
Can i run 2 Force 1 Lore instead of 1 Force 2 Lore. I don't have the second lore and I'm saving dust.
No having card draw is too important. Try and azure maybe. you need general minions not 3 combo pieces
IDK what people are talking about . This deck does work and can easily win you a bunch of games. But like all decks its not perfect and will lose games too. Of course getting a bad starting hand and falling behind can easily lose you a game
Hotform is Rank 2 with Mech Druid this season. I saw him playing it last night on twitch for a few hours. He really didn't lose much.
Hit legend with more or less the same list in May
Don't be "that" guy.
Hotform was playing this deck at rank 2 legend last night only 7 days into the ranked play season... I believe apologies are in order, lol.