[Firebat] Druid Options Deck
- Last updated May 5, 2014 (Live Patch 5170)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 10680
- Dust Needed: Loading Collection
- Created: 3/15/2014 (Live Patch 4973)
- Firebat
- Registered User
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- 6
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- 31
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Region:
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Total Deck Rating
628
If you just want to play the biggest cards in your hand and always slam crap down on the table then this is NOT the deck for you!
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Deck Stats
1st Place in Topdeck #12 3/18/2014
2nd Place in Friday Night Swiss 3/7/2014
Went from rank 2 and 1 star to Legend with only 1 loss
I'd like to explain some of the thought that went into this deck.
Why no Force of Nature + Savage Roar combo?
I personally hate not having options, and one of the easiest way to lose options is to play cards that do not have any effect/limited effect until they are used as a finisher or such. In my opinion Force of Nature is a terrible card by itself, and that's because I judge cards by how well the attribute to my board position. and for a kill spell it takes way too much mana to be worth it and cant be bottle necked by taunts. These clunky cards can sit in my hand and make me feel as if I would be better off without them because I'd have better options for board control. So I started experimenting with new ideas.
Why not the standard Ancient Watcher style
Because Ancient Watchers require you to run Defender of Argus, and Sunfury Protector. Which require you to also draw those cards to activate them, or the Keepers to activate them, but in most matchups I have to use my keepers to maintain board or silence their threats, so I dislike having 2 cards that need 4 specific cards to activate them. Instead of limiting myself to how I can play my cards I choose to use the old school mana acceleration Druid engine from season 2.
Wild Growth Timing Techniques
This is kind of hard to explain, but during the game you need to look at your hand and judge how much you need mana, what you can do with mana, and if that need is more that the need of cards. Wild Growth has 2 uses. Either draw a card at 10 or gain mana at the cost of 2 mana that turn. There are many cases where it is more important to get the card later than it is to get the mana now. The deck is focused around choices and how to use these cards that all can have immediate value, or can be saved for alternate values.
So if combos are clunky why are there combos in the deck list
These combo cards are cards that all still hold high value when played individually.
Mark of the Wild - Independently this card can be used against aggro to hold off a lot of annoying hunters or warlock aggro, it is really a great one of, that can almost always have an opportunity to be played. Unless, you are playing vs a deck like handlock that has a measurable number of threats then you know you are safe to save it for the removal combos.
Big Game Hunter - Although a lot of people don't link to drop this card by itself, it is actually on curve! a 4/2 is a 6 point 3 drop which is normal stats. Behind a druid of the claw it can usually trade up, and in the aggro matchups it can take down Animal Companion, Shield Bearer, and Void Walker, all of which can be annoying for the Harvest Golem to deal with.
Faceless Manipulator - In the aggro matchup you can faceless chargers like Doomgaurd, or Argent Commander which can help you stabilize board. And in the control matchups it is mostly saved for countering rag, or for pulling off one of your own deadly combos.
The Combos
- Mark of the wild enemy minion with 5 or 6 attack + Big Game Hunter
- Mark of the wild enemy minion + Black Knight
- Mark of the wild own minion + Faceless
Also note, at 10 mana Mark of the Wild Faceless and Big Game Hunter can all be played at the same time, so you can buff a minion up, copy it, then kill it.
Taking Advantage of New Changes - Because Tinkmaster is gone people will attempt to silence Ysera and ignore it, because the 12 health is simply not worth cutting through, so after it lives a turn: Mark of the Wild + Faceless on Ysera is GG almost every time. And most classes can't do anything to stop this as of now.
Bgh replacement?
Could you update this deck? Do you think ysera is too slow in this meta?
what deck is better overall this or control warrior?
From my experience it's a coin flip. Although most druid decks I've used and faced have the force of nature + savage roar combo.
well there wouldn't be much of a problem to switch between druid types as they use the same legendaries and epics anyway so I guess it just comes down whether its better to go control warrior or druid
so the last update i saw on stream was - 1 harvest golem and - ysera + healing touch and + acidic swamp ooze
Could Sylvanas be a good replacement for Carine ?
is it viable to replace thalnos with kobold?
Thank you for this deck and the details to play it.
Unfortunately I don't have Ancient of Lore and Ancient of War yet.What could replace them? :S
I think I'll go for one mind control tech, a 2nd Azure Drake and a 2nd Loot hoarder (or another mark of the wild), .
Ancient of War is easily replaceable with an Ironbark Protector. As for the Ancients of Lore, I would VERY highly suggest that you craft them as they are a staple in almost all druid decks and are not really very replaceable.
Ok thanks for the advice. I know I've to get the Ancients of Lore ASAP, but I just crafted the Black Night so it'll take a while!
i just thought i'd say, it feels incredible getting out the turn 1 yeti and the turn 2 mark of the wild on it. no one can do anything about it until like... turn 5 on average. favorite druid deck ez.
Blah blah blah -- I'm special.
Hey I rly like this deck and enjoyed it in practice but now im playing it at rank 4-6ish and I am having some issues that have had me tank from 4 to 6 with like 10 straight losses. Rush decks have been destroying me and normal decks have just been rushing me down. It is really nice to have a lot of answers in my hand but the problem is by the time i can play them I am under 10 hp. Am I doing the mulligan wrong?
I haven't tested this in ranked yet but I have to completely agree that this deck can really suffer from rush and even some aggro decks. MotW and DotC are the only ones that give taunt early on and AoW is just too slow. I'm thinking maybe this deck can fit in 2 sunfury protectors to replace bloodmage and loot horder (for the sake of keeping the theme of this deck the same but getting rid of 2 card draw really sucks as well).
Hello there, nice deck, I would like to give it a try!
I lack ysera and TBK, I can craft one legendary though. What do you think is more important in this deck? I have also Cenarius and Sylvanas, Do you think I can substitute those that I do not have with these?
The deck's curve is built around Wild Growth so it's pretty essential to maximize the chances of drawing one early. The point of running 2x of a card is rarely to play two of them in one game, but on the off-chance that I draw my second copy I typically use the second Wild Growth to draw in order to look for more options.
You have to totally slow roll them and keep their health total high until you have the options in hand to deal with their molten giants. Typically you can field enough damage or draw the correct removal to deal with their early threats in the meantime.
Been having quite a bit of fun with the deck, very close to legendary now.
Unfortunately it's extremely weak to Priest control decks (which are apparently popular again as I just played 3 different priests in a row.)
2 of the priests made multiple bad plays in the game but they just have so many answers that it's almost an impossible matchup.
don t have TBK and i replace him to naturalize. Look s good