+3
Favorite this Deck

[TGT] Dr. Aviana 4000

  • Last updated Oct 2, 2015 (TGT Launch)
  • Edit
  • |

Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7740
  • Dust Needed: Loading Collection
  • Created: 9/10/2015 (TGT Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    84

View 71 other Decks by needmoredesu
BBCode:
Export to

This deck is based on older heavy ramp decks, but with new TGT ramp options you can reduce number of low-cost creatures. Just go full ramp and consistently play 6-7 drops early.

Aviana ensures that Innervate won't be a bad card in a lategame, even alone Aviana t10 is a tempo play, as opponent needs to clean both threats you put that turn.

Tree of Life to reset hitpoints once you stabilized. If you play it against face deck - you just won a game. Beware that you need whole turn to cast it, you need board control or else you are going to lose anyway.

Master Jouster is a card I didn't test very much, but I already like him. This deck used to run Sunwalkers before TGT, but given all but 4 creatures are 6+ mana, your chances to win the joust are really high.

Dr. Balanced is here because you can drop him really early, and his pressure saves you much hitpoints. He is the only BGH target here, so if you are lucky opponent won't have BGH while you play it, and will get BGH while there are no targets in view.

Speaking about BGH, this deck doesn't run one. It runs double Naturalize instead, as it's only one mana and can be played with huge creatures same turn easily, netting huge tempo gain. It can also target threats that Big Game Hunter can not. Beware, it's not an early game tool, you should always mulligan it and use only on really big stuff.

Edit:
- Sylvanas Windrunner - this card has no activators in druid, like Shadowflame. It's just 5/5 on empty board, it's too slow if we lost tempo.
- Darnassus Aspirant - this card is good in starting hand, but it loses value in late game. It's counter-synergy with joust also. So I've desided to reduce it's quantity to 1.
+ 2 Druid of the Claw - This is good if we found no ramp, as it comes earlier than everything else, and saves us some life. This is good later, as it's big taunt, and works with Kel'Thuzad and Aviana. It's also 4-damage finisher when this matters.

Edit2:
- Foe Reaper 4000 - when I drop Kel'Thuzad, Chromaggus or Aviana and it persists - it's a game. Foe Reaper isn't that scary.
+ Icehowl - experimental stuff, but I like it so far. It kills giants and leaves a huge body to kill even more stuff (or draw removal). It's almost always 2-to-1. It kills stuff BGH fails to kill. It's 1 mana out of Aviana.


Leave your thoughts in comments, please.