Noti's Rank 1 Legend (EU) Combo-Drood
- Last updated Aug 12, 2015 (Blackrock Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 7340
- Dust Needed: Loading Collection
- Created: 8/8/2015 (Blackrock Launch)
- Noticimus
- Registered User
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Total Deck Rating
263
At first glance this decklist might seem like a completely standard combo druid, well... what can i say, you're definately right about that.
This decklist is almost as standard as it gets, but it works. Thats whats important
Right now im sitting pretty at Rank 1 Legend on the europe server with this decklist.
Ive also grinded all the way from rank 16- Legend playing only this decklist for the entire season!
Proof of Rank: http://puu.sh/ju3T5/e7d881512e.jpg
So lets go through why this decklist works.
I also have a stream @ www.twitch.tv/noticimus where i stream regularly with an educational approach to Hearthstone.
Card explanations:
Harrison Jones - Harrison is necessary as a draw mechanic against most weapon classes (ebola paladin excluded) as there are key weapons that need to get removed like Death's Bite Tinker's Sharpsword Oil and the jaraxxus weapon.
Acidic Swamp Ooze - Completely necessary to make the patron matchup favored and acts as a second weapon removal to make it more likely for you to draw one in time. In some matchups its just a bland 3-2 but even against decks like Tempo mage its okay since you can pop the mirror entity with this card.
2x Force of Nature - I've gotten this question a lot, "Why do you have two forces of nature in this decklist when you only need 1 combo to kill your opponent?". The main reason as to why its better to run double force of nature in an already super aggresive combo druid is because it makes it more likely for you to get the combo earlier + you can use one Force of Nature as a board clearing card to give yourself a big advantage in a lot matchups that require you to play defensively. Its also great for popping Freezing Trap against hunter
"Where is your loatheb?" This is also a question that ive gotten a couple of times, loatheb is not required as a win condition in any of the matchups that are popular on ladder right now, I've chose to not include it in this decklist mainly because in all the matchups where Loatheb is pretty good you're already favored with this deck.
Honestly the rest of the cards in the decklist is pretty self explanatory so i dont think i need to explain further on the other additions.
Mulligans: It's a common misconception that if you dont draw wild growth you're already losing. As a pretty avid druid player you can be severely ahead in several matchup without drawing wild growths or innervates. So without further ado, lets explain some of the different things you should mulligan for in different matchups.
Vs Aggro -
Eboladin: Wild Growth / Innervate / Keeper of the Grove / Swipe
You dont want Shade of Naxxramas in this matchup!
Zoo: Wild Growth Innervate / Keeper of the Grove is your most optimal start, Shades and shredders are good as well. Keep in mind how many cards your opponent mulligans away, since it will dictate what cards you keep sometimes; I.E if the opponent keeps more than 2 cards you would rather have a keeper innervate hand than innervate shredder due to your opponent being more likely to have Flame Imp /Nerubian Egg [/card] / [card]Knife Juggler early (keeper targets)
Tempo Mage: Wild Growth Innervate / Keeper of the Grove (Sometimes you keep keeper, it depends on the rest of your hand. This matchup is basically like the zoo matchup, but the Keeper of the Grove is less efficient here, You would rather have a Piloted Shredder early on. Shades are pretty bad in this Matchup due to Flame Cannon
Vs Patron warrior: Wild Growth / Innervate / Emperor Thaurrisan or weapon removal. It's also okay to keep keepers for silencing Acolyte of Pain and Piloted Shredder + Shade of Naxxramas are pretty threatening early to any Warrior.
Vs Handlock: Big Game Hunter / Keeper of the Grove and the general rampy stuff is also pretty nice to get early, Be careful of hellfire early on if you stack Piloted Shredder or Shade of Naxxramas on the field as these are prime hellfire targets, other than that. its an easy matchup where you play around molten giants for as long as possible until you kill him off with combo!
Vs Hunter : (Face/Midrange/Hybrid): You mulligan pretty much the same for all of these different variations of hunter, get the rampy stuff early, (DONT KEEP OOZE, sometimes it gets stuck in your hand and you might be forced to play it without getting the battlecry value)
The biggest trick of this matchup is knowing when you have to play defensively and when you can be the aggressor, this is extremely situational and it requires reading your opponents hand in order to play perfectly.
what are the replacements for shadow of naxx?
Hi Noti,
Any changes now TGT is out? This deck has been working wonders for me still but was wondering whether you want to include the 2/3 mana deathrattle minion in here etc. to even better the deck.
Thanks!
Why don't people ever run Starfall in Druid Decks? I find that Starfall is usually my best Card. It helps clear Aggro Decks and is amazing against a Board of 2 HP Patrons, and if it's a big creature, 5 Damage usually kills it or brings it close enough to finish some other way..
Why don't people use Starfall?
I don't have Ancient of Lore, Dr. Boom, Sylvanas, or Harrison, what are replacements I can make? I have an Ancient of War and Ysera, if those matter. Once we get TGT I plan on crafting/getting 2x Living Roots 2x Darnassus Aspirant and 2x Savage Combatant, as I feel those are really nice for the Tempo Mid-Range strategy, what do you guys think?
Consistency with value; you don't want too much AOE removal with 2x Swipes already, which are a better value based on mana cost and that you can target minions or face. You also run 3 good taunts (4 if you sub a Drake or Harrison for another Belcher). It's fine if you're facing nothing but aggro on the ladder, but other than that, it's an awkward card to hold when board is clear or light. You mention that it at least it can do 5 damage to a minion, but the value sucks if you have no target, your target has a weak mana cost, or it's not enough to clear a high mana creature. Starfire would be better for this deck because for 1 mana more it does the same damage, but you can target face and it replaces itself.
Combo Druid tends to run four or five (5 mana cost) cards so replacing one of them is hard because they're already so high valued for this kind of deck. The only 5 mana cost variants I see working are Loatheb or another Belcher for aggro. Based on the problems I mentioned with Starfall for this deck earlier, running this card can make you easily lose tempo. As a Combo Druid, you want to have as much board control as possible to keep up with damaging your opponent and that combo can get through and finish him off.
Starfall works, just not for this kind of deck. I see Starfall working in more control and mill druids, which can also run Poison Seeds giving more value to Starfall.
Swapped out sylvanas and harrison for 2 zombie chows. Too slow against current aggro infested ladder.
i dont have sylvanas and harrison.... did your replace work ? im rank 5 now and i want to get legend but idk if this replace is good enought. tell me how its working
Running 2 Zombie Chows is only good if you're mostly facing heavy aggro (like Paladin and Hunter). In this environment, Chow gets more value because of all the low cost minions aggro plays and that aggro doesn't take damage to face usually until mid to late game, so Chow's deathrattle doesn't give any value.
If you're facing aggro 4 out 5 games, then sure, run it. If it's less than that, I'd just run 1 otherwise you'll end up losing more games due to tempo loss (gives midrange/control opponent chance to restore 10 health and card sucks late game, especially when you run 2 and didn't get to play one by turn 3).
I seem to face a lot of Mech Mages, any tips for beating them? Snow Chugger and Spider Tank are really op... :S
Mech Mages suffer from tempo loss later in the game if you can keep up with clearing their board early on it's a sure win.
For this deck:
Go for opening hand: Innervate (pairs well with Shredder, Druid of the Claw, Belcher), Wrath, Swipe, Shade
If you're facing lots of Mech, I'd substitute the Ooze for a Zombie Chow and Drake for another Belcher
Chuggers should be dealt with Wraths and Shades, and if you're lucky to innervate to Shredder, DotC, or Belcher turn 2 or 3 , that would work too.
Spider Tanks are best with Swipes, Wrath+Hero Power, Shredder, and DotC.
I would, incase of mech mage.
As a veteran Druid player, Wrath is something you definitely keep against Mech Mage. Even if you don't have an Innervate or Wild Growth in opening hand, I would never mulligan a Wrath off in hopes of getting one of those cards.
Wrath against Mech Mage is great to stop Mechwarpers, Mana Wryms, and Sorcerer's Apprentices, cards that can give your opponent too much tempo.
This is the most fun I've had in a while. Thanks for posting this deck!
I've been having issues with frost mages in my rank 11 area, so I was thinking about subbing in a Kezan. Thoughts on that?
You're super favored vs freeze mage, its not necessary
What are you thoughts on decks running two AOW's?
I'm a veteran to Combo Druid and have played various types of the deck including ones that run Ancient of War. You gotta be careful of turning Combo Druid into Control/Ramp Druid with AoW. Why?
If you're going to run AoW, just have 1 and sub it either for a Force of Nature, Sylvanas, or Emperor. Personally, I'd sub it for a Force of Nature. Subbing Lore can be tempting, but I found that the card draw or the ability to restore health too valuable to replace.
I've had like 20+ losses with this deck. 99% of the time I'm losing to random bullshit, so I'm not sure what I'm doing wrong. It feels like the mana curve is way too high, because by the time I have any relevant cards I want to play, I'm already down to like 5 hp with my hand full of Savage Roars etc.
If you're losing that much, you should be facing hard match ups (hunter, pally, grim) with bad mulligans that don't have removal.
If that's not the case, I'd start taking notes on when the game turns against you. What made you lose tempo/board control? Usually it comes down to choosing the wrong cards to keep/mulligan, not using Innervate/Wild Growth properly, and choosing poor targets using Swipe and Keeper of the Grove.
Examples: Using 2 innervates on turn 1 for a Belcher or Druid of the Claw. Sure, you got a nice blocker on the board, but without the coin, you're down to 1 card after that play. It's easy to lose card advantage and therefore tempo when you get greedy.
or
Using Keeper of the Grove to kill a weak minion when you should have saved it to silence a Shredder or a taunt that keeps you from having lethal.
Druid of the Flame is a good replacement for the Shade I think.
if you dont have shade you should probably play an MC Tech instead, druid of the flame is a horrible card