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Mid-Range druid dominates rank 6 - legend EU

  • Last updated Dec 16, 2015 (Explorers)
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  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4480
  • Dust Needed: Loading Collection
  • Created: 10/27/2015 (Warsong Nerf)
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I'll write a guide when this gets 12+


I this is deck easy to mulligan. You want to see Darnassus Aspirant, Wild Growth andInnervate always. Don't keep 4 drops unless you already have one of those 3 in hand. Always keep living roots if you go turn one. And most of the time don't keep Wrath unless you suspect your opponent is running some kind of aggro deck (not face hunter though). If there are special mulligan guide for certain match up it will be included in the match up write up section, otherwise follow these general rules.

Darnassus Aspirant : When this card was announced, people thought it's going to be really good. Turns out it is even better than we previously imagined. Good ramp early game solid body late game. Two of these should be run not just one, absolutely fantastic.

Living Roots: Another card that turned out to be fantastic. Use it on turn 1 it works just as well as Zombie Chow. Used it as a removal anytime during the game, and it combos well with Azure Drake. Late game it enables a 10 mana 16 damage combo, which does actually happen from time to time.

Savage Combatant: This is one card that people thought it's going to be okay, but it turns out better than everyone thought. It works great in this deck because with more consistent ramp we can have more solid 4 drops. This card works great as a 4 drop that your opponent needs to remove ASAP otherwise it is a big threat. A lot of the time this card can be used on turn 6 as a 3 damage removal. 

Dr. Boom and Emperor Thaurissan and Loatheb:  What can I say about these cards that haven't been said already. As overpowered as the day they were introduced, don't even think about not including them.

As you may have noticed, this deck lacks many tech cards such as Harrison Jones and Mind Control Tech and more. I believe the exclusion of those tech cards make this deck leaner and more focused. Almost every draw each turn can be played onto the field and pose a threat immediately. Of course I still have Big Game Hunter, because you always include at least one BGH.

This is a fairly simple deck to play, the goal of this deck is simple: 1. Ramp  2. Board control 3. Kill your opponent. Nothing tricky  and very straight forward approach. Very easy to mulligan as well, make sure to keep all the ramp cards and the rest is practice.(credits=YCZYCZYCZYCZ)

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