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[LEGEND] RIDICULOUS Cursed Druid Deck - Crazy W...

  • Last updated Nov 16, 2017 (Marin's Treasure)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Ramp Druid
  • Crafting Cost: 5800
  • Dust Needed: Loading Collection
  • Created: 10/26/2015 (Warsong Nerf)
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  • Submitted By:

    SluggEU

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Introduction

My name is Emil AKA Slugg. I play for the danish amateur team Nordic Rangers - You probably know Janos, the founder of the team, from his popular version of Tempo Mage

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Minion (15) Ability (15)
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Janos, GamersLastResort(Our Manager) and I have reached legend with this deck this month.

This is the deck I used to climb to legend this month, and boy it was easy, I was even hungover! I don't have any proof of winrate (DeckTracker Is Op), but I went from rank 7 to legend in less than 8 hours, you can see the last 3 games in the video below! 

http://www.twitch.tv/sluggeu

I am streaming FULL TIME. Watch my schedule here note: You can change the timezone top right - so you can keep track of when I'm streaming.
I will be streaming tomorrow the 27th of October from around 11 am to 6 pm CET.
I will also be streaming the 28th and 29th for about 10 hours each day!


Please be sure to upvote this deck if it helped! I will read and reply to every comment I get!

Gameplay + Proof of Legend

Matchups

Why is this deck so good right now you might ask? 
This deck has a positive winrate against aggresive decks and secret paladin, while pooping on Control.
Hardest Matchups are Control Warrior and Secret Paladin, but have a winrate of +60% against both.

The Strategy

Face? Trade? Scale:
Face|------FaceHunter------------CursedDruid--------------MechMage---------------Zoo------| Trade

You play this deck as you would play mech mage. In mech mage you built an strong early board, and when the opponent is able to deal with it, you usually sit with 2 Fireballs and finish the game from the hand. Mech mage has stronger minions than this deck, so you want to priotize face more than if you would playing mech mage. Instead of Fireballs, you have 2 Savage Roar and 2 Force of Nature! It's not often that you have enough mana to actually play the combo, but when you do BOOM 3 Savage Oaks running your opponent down for 14 damage! Savage Roar is so much damage on it's own, and Force of Nature can be used to trade well, or as a 6 mana Fireball
Always think of trading, but only if it makes sense!

Against Control

Throughout the earlygame, you want to create a threatening board, while still trading away his early minions. Save your Keeper of the Grove to silence taunts.
Beware of board clears, but don't be sad that it happens.

Example: You are playing against a warrior with no board. It's turn 4, the warrior didn't use Death's Bite last turn. You have 3 minions on board, and two 2 mana minions in hand. What would you do?
What I would do is, play one of the minions, and go face!
If Brawl happens you aren't too sad, you play your 2nd minion from the hand and go face with the surviving minion. His turn 5 only removed 2 minions, and you still got plenty of damage!
If Brawl doens't happen you just play the other minion and win from there!

The point is: They waste their whole turn clearing some of your damage, but then you just drop down more minions! 

Against Midrange/Aggro

You want to be the aggressor! You ALWAYS go face against other face decks and midrange decks, unless the trade is too good to pass up! Trading a 1/1 into a 2/1, is fine because you only miss one damage, while the other person is losing double the damage. Making another aggressive deck trade, means that you 80% of the time win, because your damage output will be higher; It's pure math!
If you are an experienced face hunter, you know that in a mirror match, you want to make the other player trade, so this way you have more damage to the face, while he "wastes" his trading.

Mulligan

Always Keep:

Leper Gnome, Innervate, Living Roots, Darnassus Aspirant and 2-drops if you have another 2-drop with coin or a 1-drop without coin.
Always have a plan with your curve. Example: Going First: You have Innervate, Shade of Naxxaramas and Knife Juggler in your opening. You keep this, because you can turn 1 Shade of Naxxaramas into Knife Juggler. Say you had Innervate, Shade of Naxxaramas and the otherShade of Naxxaramas, then I would keep the hand against control, but throw away 1 of the Shade of Naxxaramas against faster matchups.

Some Class Exceptions:

Hunter: Living Roots and Knife Juggler is your friend in this matchup. If the hunter doesn't play a 2/1 turn 1, then consider keeping the Living Roots till after Knife Juggler, those juggles are really good to get some free kills. 
Warrior: Stealth is really good against warriors, because their early removal mostly exists of weapons, most of the time a stealth minion will hit the warrior twice! These minions are of course Shade Of naxxaramas and Druid of the Fang.
Paladin: In this matchup you want to keep Swipe, but never 2.

Personalize the Deck/Cards to Consider

Janos' Changes: -2 Darnassus Aspirant + 2 Haunted Creeper 
"Darnassus Aspirant is a ramp card, which I feel isn't needed, I would rather have a couple of Sticky Spiders, which goes in hand with Savage Roar"

- Savage Combatant A really strong card, which I used to get legend with, but I still think that Loatheb is better.
- Harvest Golem If you don't have Naxx, or just don't like Shade of Naxxaramas, then Harvest Golem is the right choice, I prefer this over Spider Tank in this deck, because of it's stickyness.
- Abusive Sergeant Haven't tried this card in the deck, but it would provide with extra reach and damage to the deck. I would not recommend using this instead of Leper Gnome. If you want to run Abusive Sergeant, then run Leper Gnome aswell.