Skook v2 Boomkin Deck
- Last updated Jun 4, 2014 (Live Patch 5506)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6500
- Dust Needed: Loading Collection
- Created: 3/2/2014 (Beta Patch 4482)
- user-13122941
- Registered User
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- 3
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- 25
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Battle Tag:
#skook1144
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Region:
EU
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Total Deck Rating
43
UPDATED V2 - 29/05/2014
(Updated, see update log at the end of the post for details)
Welcome to my Spell Power Druid Deck V2, this is an updated deck/guide of my BoomkinV1. In this guide I will discuss the early, mid and late game plays as well as discuss the general tactics along with possible improvements and additions. I’ve only recently started playing this deck in combination with my mid range Druid deck so this is a trial and error period, but I feel this deck can compete in the current meta with solid choices and practice.
I thoroughly enjoyed playing the BoomkinV1 and hope that I can make this deck as enjoyable if not more so with the cards I have managed to obtain as improvements.
Here’s a quick list of the Pro’s and Con’s of this deck:
Pros
- High damage output through Spell Power minions/strong minion drops
- Great card draw through cheap card draw minions/spells and mid/late game Gadgetzan Auctioneer
- Options! This deck like a number of other Druid decks, gives you a number of options that makes it a diverse deck that can play against a number of class’s/decks pretty well.
- Strong removal. Aoe and single target removal is strong in this deck.
- Solid minions, in addition to the high output of removal/spells this deck has a number of beefy drops to help maintain board presence throughout the game (as you cant always rely on spells for removal)
Cons
- Mid/Late cost aoe removal makes it suspect to early rush decks. (however it still can win)
- Sometimes too many options turn 5+ (requires thought and understanding to play correctly)
- Not many early game drops (can find yourself hitting that hero power a lot)
- Can be tempting to drop minions to get board presence, don't! The best shot you have of winning with this deck is turn 5+, play reactive and not too aggressive in the early stages.
Early Game:
The early game with this deck is relatively passive, the early game cards like Earthen Ring Farseers, Claw, Wrath, Bloodmage Thalnos, Kobold Geomancer and Moonfires are all reactive, they should be used to regain health, clear large threats or coupled with other spells for a bigger pay-off. There is a number of strong trade of minions/spells that can get you to that mid/late game where this deck really shines. But if your struggling for early plays you always have your hero power to trade with weak minions, just make sure you Mulligan correctly depending on the match ups to give yourself the best chance you have.
Mid Game:
If you where fortunate enough to draw some early card draw (Bloodmage Thalnos & Wrath you should have a number of options to play now. Mid game is where you play strong minions that your opponent HAS to deal with swiftly, strong mid game drops are Sen'jin Shieldmastas, Druid of the Claws, Azure Drakes and Gadgetzan Auctioneers. All of these cards can help stall the game or be used in co-ordination with spells and combos to deal devastating damage to your opponent.
- Dropping a Sen'jin Shieldmasta around turn 4 should bait out a good trade, be it from multiple minions or a large removal spell.If it does this Profit!... If not, you can start chunking away at the face or clearing early game pesky minions for 3.Whilst we throw down one of our many turn 5 options.
- Druid of the Claw offers you options, in this deck I almost always use the +2 Health and Taunt effect. It’s a strong taunt with great stall, which helps a lot when waiting that extra turn to use your Spell combos.
- Keeper of the Grove A great choice card, if your getting overwhelmed on the board by turn 4 its silence or +2 damage can help keep you from falling way behind. However, try to learn the most valuable silence minions of each class and save one of your Keepers for it. Tirion Fording for example or Savannah Highmanes.
- Azure Drake and Gadgetzan Auctioneers are the main damage output for this deck, bar late game Malygos if you can play either on turn 5+ followed by an Innervate + Spells can result in a strong AOE/Card Draw combo. Always try to hold onto your Moonfire for part of this combo or Malygos combo as it can be free bonus damage/removal or a free card draw triggered off the Gadgetzan Auctioneer. Almost every time I play this deck turn 5-7 tends to be the game changing turns, if you where behind before but have a strong turn 5-7 chances are your going to do well! High draw or SP combos are great as well as the seudo taunt on the Azure Drakes and Gadgetzan Auctioneers due to their game changing effects with this deck.
Late Game
Late game tends to be a continuation of Mid game, using the strong Azure Drake and Gadgetzan Auctioneer combos with your brilliant spells (aoe/single target) can quickly put your opponent on the back foot. One thing I find nice about this deck is all the cards are helpful, even the low mana cards, if drawn late game they can result in extra card draw or bonus damage, a nice cheap silence etc. And this works vice versa, if I draw a higher mana card early but pick up an Innervate early on I can quickly spin the game on its head with some early pressure.
- Ragnaros the Firelord is one of the best late game card I have in this deck he’s a great drop and usually by the time I get around to dropping him the opponent is already very low and/or the board is cleared and I’ve ate a lot of his hard removal. Raggy is a great 8 drop as he offers a high threat and a guaranteed 8 damage (just make sure you think about when to use him best!).
- Malygos the second strong late game threat, really here to provide that extra killing blow if needed, if you manage to hold onto some Moonfires or an Innervate from early on now is the perfect time to profit. Another Seudo Taunt and if he manages to live 1 turn you can reap massive rewards from a Moonfire, Starfire or even a Swipe to the face.
- Ancient of Lore a solid option come turn 5-7 however I would rather hold onto an Innervate for the use of an additional spell with Malygos or Gadgetzan Auctioneer, this card on turn 7 can be a great filler between a busy turn 5-6 and a winning turn 8-10, provides a great choice of heal or card draw and a solid 5/5 minion on the board.
Big Plays
There are a number of great plays with this deck here I just want to show a couple examples for players who are un-familiar with these cards, these are some of my favourites….
Combo Plays (just a few…):
- Turn 1-3: 1 or 2 xInnervate->Azure Drake or Gadgetzan Auctioneer -> Moonfire Spam..
- Turn 5: Azure Drake -> 2x Moonfire (4 0 cost damage + card draw)
- Turn 6: Bloodmage Thalnos or Kobold Geomancer -> Swipe (6 mana: 5 damage + 2 damage aoe)
- Turn 5: Gadgetzan Auctioneer -> 2x Moonfire -> 1 or 2 xInnervate -> (Any combo of spells you like) Swipe -> Claw (5 mana: 9 damage + more with SP on board + 6 card draw)
- Turn 7-9: Innervate -> Malygos -> 1/2xMoonfire (9 mana 6/12 damage +)
- Turn 9+: Malygos +Innervate x2 -> Swipe or Malygos next turn Starfire -> Moonfire (Easily 15+ Damage if he lives 1 turn, and you have managed to hold onto some spells[/card])
- Turn 8 - 10: Starfire -> Innervate -> Starfire (With 1 or 2 Innervates) 10+ Spell damage + 2 Card draw
All of the above combos are subject to specific scenarios, however it is most likely turn 5+ you can have 1 + SP minions on the board or a Gadgetzan to get crazy draw from.
Changes and Possible Additions:
There are a couple of possible changes, and a few different ways you can play this deck, if you prefer to add a couple of taunts I suggest Sunwalkers in place of Ancient of Lores (However! This will effect the defensive heals/choices you can make from the ancient and may require more spells to fuel your Gadgetzan).You can also take out some of the higher cost spells for strong minions however the fun factor of this deck for me is the spells and combos you can play.
Cards I'm playing around with in this deck and other strong additions that I would like:
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Faceless Manipulator can be a solid 5 drop in this deck, I use him in most my decks and he would be a solid addition in my opinion.
Cards that can be swapped out:
- Earthen Ring Farseers (There for a safety 3 Drop to stall your early game out to mid/late, could be swapped for a more solid drop Harvest Golem for example)
- Sen'jin Shieldmastas solid 4 drop imo, good vs the meta of aggro and rush, however could be swapped for something else if you wanted to play differently, Violet Teacher could work well for example.
- Ragnaros the Firelord If you don’t have him don’t worry, I just have him as a late game threat with guaranteed damage, if you have any other late game cards such as Argent Commanders or Sunwalkers or any other legendaries they will probably fill this late game strong drop slot. However with the strong amount of spell power and spells in this deck the opponent can regularly be down to 8-16 HP by turn 10 which is in perfect firing line for Ragnaros the Firelord to win the game for you.
UPDATE LOG:
So a number of updates made to the guide and the deck here are the card changes i've made recently:
Changes made on the 29/05/2014:
- +1 Bloodmage Thalnos -1 Kobold Geomancer
- +2 Sen'jin Shieldmastas -2 Twilight Drakes
- +1 Big Game Hunter -1 Ironbeak Owl
- +1 Earthen Ring Farseer -1 Loot Hoarder
- +1 Ancient of Lore -1 Loot Hoarder
- +1 Malygos -1 Azure Drake
The changes above where made due to my obtaining the two Legendaries and also the shift in the meta, granted a spell based Druid deck may not be as strong as Token or Ramp in the current meta, however with practice it can be as viable. As always this is a basis for a deck, I enjoy playing it and will look to make improvements to this deck along with my newest more consistent druid deck: Force of Skook
This is a NEW deck, an update on my old BoomkinV1 and this is a work in progress guide and will be updated and amended regularly. There are a number of cards that can be replaced and I'm always testing. Any questions, queries, recommendations or comments please feel free to comment.
For more Hearthstone content, guides and discussion you can visit my blog @
Thanks!
I'm enjoying this concept and have been convinced to take it for a spin. I've had an eye on a "Boomkin" deck for awhile, mostly because it was my favorite deck (in terms of concept and against-the-meta thinking) back in the old WoW TCG.
So far my biggest issue has been the lack of any clear advantage. Starfire and Starfall are just too expensive with too little return via the spell damage minions. The older Boomkin concept was based around the idea of chaining boosted smaller spells which boomeranged back to your hand, and for the most part the Druid is as-of-yet lacking a few more direct damage spells to differentiate this deck meaningfully from the more mainline Druid Control.
Perhaps I'll take this out with a mindset a little closer to Miracle Rogue instead of playing it like a burn rush. Still, Rogue seems to absolutely smash when you compare the direct damage offerings. I'll definitely be keeping an eye on this. If I get a chance to take it for a spin I'll share my thoughts.
I love the concept!
To be honest, my big takeaway with playing with the Boomkin idea was that to differentiate and create an advantage the goal is likely to be an old, old school R/Bk burn. There really isn't much of a class that can truly rely on spell damage as a win-condition. Even Mages tend to rely more on a stall-aggro control than really on ignoring board and going straight to face do-not-stop-collect-your-20-damage. In the TCG, the Boomkin worked by recycling damage spells. Hearthstone doesn't work like that for Druid (now that's potentially a Rogue thing).
I'd love to see some videos! I'll also say with certainty that I'll be looking at this concept really hard when we get our next glimpse of new cards. The cardbase just isn't big enough yet.
There's always a desire to run the Malygos-->Faceless Manipulator which is the sort of burst the Boomkin would need. Have you considered either Ancient Mage or Violet Teacher? Ancient Mage strikes me as potentially better than running Kobolds or maybe even the Drakes for spell power. Not sure how the board would look, but getting a 2/5 for 4 with potentially +2 spell damage could help inch the concept toward that burst it needs. The Teacher probably isn't worth it, but it would provide a lot of fodder for the Ancient Mage if that's an issue.
Hmph... now I want to check that idea out.
We're also lacking some of the sustain of the deck in the TCG where we'd have things like Moonfire (http://store.tcgplayer.com/wow/fires-of-outland/moonfire) for a 1dmg DOT every turn that gets buffed by other cards. With the concept as it is now, I can't think that Boomkin would go toe-to-toe with aggro well, and wins control by bypassing taunts and similar. That means it needs big burst hence the line that brings me to Ancient Mage (which isn't a particularly strong card on it's own).
Consider a later-game turn. I'd think that one could, theoretically, drop Mage for +2 spell damage and then drop x2 Moonfire and x2 Wrath. That's 16 to-the-face-bypass-taunt right there. It's a lot of cards, but the idea remains. Actual returns would be lower, but consistantly being able to zap for 5+ late game can be often be a winner (Mage is, of course, less burst-y and just bigger dmg but Rogue does burst so very well).
Since we're at the end of a season (was going to jump straight to FFXIV or work on my f2p EU acct) I might go try some of this out. If I do I'll stream and highlight so it'll stick around (Twitch.tv/CrowingOne). I'm quite happy to help test if you're looking for opponents (Kilath#1744 - NA is where I have my real collection).
So I had a chance to play with a version of this for a handful of games. I ran a few to familiarize and then made a few tweaks. Deck isn't exactly the same, and what I ended up with (for testing) has a horrid curve that may or may not need to be seriously addressed. Overall I ended 3-1 though I can't speak to caliber as I didn't play a whole ton this season.
Really fun deck to play, thanks for posting it and the detailed writeup! I've replaced a Loot Hoarder with Bloodmage Thalnos, Ragnaros the Firelord with Malygos, and a single Twilight Drake with Ancient of Lore.
I've stalled out around rank 12/13 with it and have issues finishing games. On several occasions I've even run out of cards. I think this has less to do with my card replacements than with my play choices. I guess I tend to focus on too much on removal rather than attacking. I've found it essential to use Swipe and Starfire on the opponent's hero whenever possible! If you happen to make a video of this deck being played optimally, or more aggressively, I'd love to see it!
I placed Ragnaros the Firelord back in instead of Malygos and that did improve things. He comes out one turn earlier and does a guaranteed 8, whereas Malygos often just gets hexed/polymorphed/etc.
The only game winning combo I've ever pulled off with Malygos is him plus a Moonfire on the same turn. If he ends up living another turn, I was most likely going to win anyways. He's surprisingly actually not that useful to this deck.
No problem! It's definitely fun playing this, and worth developing and improving it further. It still needs some tweaking. I've started playing around with another class in the meantime but I'll surely return to this at some point. And I'll keep an eye out if you end up making some changes.
Bloodmage Thalnos is perfect for the deck. I'd have no reservations about crafting him if you can spare the dust -- you're sure to use him in other decks too.
Ancient of Lore was an interesting swap for the drake, though this is an area where I might consider making a further change. The deck is good on draw, and late in the game I'd almost always use the Ancient of Lore for its his healing ability. That heal saved my butt a number of times. Unfortunately, 7 mana is a lot, and pretty much locks you out of the rest of your turn -- especially given this deck's mana curve. I even tried out Healing Touch in that card slot instead. That could have been a slight improvement though I didn't get enough games in to be certain.
Anyways, the lack of aggression in the mid-game seemed to me the main thing to solve, so I'd consider dropping the twilight drakes for something else. I'd probably mess around a bit with Ogre Magi, or even Mark of Nature and see how those play? There are so many benefits to spell power that the Magi might push it over the top. Whereas Mark of Nature would let your Azure Drakes/Keepers/Kobolds/Auctioneers stick around longer (or become deadly!) and would fit nicely with the options theme. Not to mention the occasional synergy with the Auctioneer. I haven't tested either of these... just throwing out some ideas.
So I popped in 2 x Mark of Nature and it was pretty awesome. Some hilarious situations: a 6/1 Ironbeak Owl finisher; an unkillable auctioneer going wild for four turns, first behind a 4/8 taunting drake, and then becoming a 4/8 taunter himself. That type of thing...
I only played 4 games in casual but it seemed effective. (I went 3-1, with a loss to a shaman who cleared my board very effectively each turn, rendering the Mark of Nature useless because I couldn't keep a body alive to cast it on). It's hard to judge effectiveness on such a small sample of games but the fun quotient increased without question -- and it's already a fun deck to play.
I have Ancient of Lore and Bloodmage Thalnos, what should i replace with ?
thank you, this deck work for me
I like to play spell-damage , I have spell-damage rogue old one. and this deck work 4 me :)
i use bloodmage in my spell damage rouge deck and it comes in handy so much.. it really turns the momentum of a fight or it helps you snowball
did you ever consider Ancient Mage? maybe for twilight drake?
it worked great in my spelldamage rogue but there i had the advantage of preperation-> defias ringleader -> ancient mage (or x2) -> sinister strike or evicerate burst finish.
I'd totally put a Malygos in there for the turn 9 Moonfire->Pyroblast play. The boomkin dream.
http://www.hearthpwn.com/decks/38423-legendary-boomkin these are a few changes that I think would help with the deck once you can get the cards of course :D
sick deck i like the combos and i really think that bloodmage instead of loot hoarder is big plus