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The Perfect Curve

  • Last updated Apr 17, 2014 (Live Patch 5170)
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Wild

  • 26 Minions
  • 4 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 10400
  • Dust Needed: Loading Collection
  • Created: 4/1/2014 (Live Patch 4973)
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  • Tsaf
  • Registered User
    • 3
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    • 13
  • Battle Tag:

    Tsaf#6806

  • Region:

    US

  • Total Deck Rating

    14

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Introduction

This Deck took me from Rank 6-3 in 28 games and over a total of 50 games among these ranks, maintained a 64% winrate. This is a fairly new deck and may still have some positive changes to be made. I think this is a great deck for both Ranked Play and Tournaments, offering sufficient room for Meta choices and Sideboarding.

Main Concept

The deck was built with the idea of gaining tempo by dropping a minion every turn of the game, on curve.I spread 30 cards out amongst 7 slots '0 & 1 drops' up to '7+ drops', eventually settling at what I thought was a good quantity on each drop to have a good chance of having that drop in hand on curve.

I then thought about the value in all of the druid class cards and went ahead scrolling through my collection picking the appropriate number of cards for each drop. I had to break my rule on a couple of drops but ultimately I'm happy with the balance and all usually goes to plan.

Initially I was a little concerned about the lack of aoe in this particular build but soon found that big taunts seemed to be enough, if not better for any situation I would want a Swipe/Starfall. The only downside of course being that a taunt can be silenced

Playstyle

While playing this deck you should almost always mulligan aggressively for 1-2-3 drops, but keep value mid range minions if you have Innervate or maybe a Defender of Argus if you have 2 good 1-3 drops.
Try to start dropping minions as early as possible(without handing your opponent favourable trades, your hero power can usually help with this in the early turns) and snowball form there with taunts and buffs.

The pressure created by having an on curve value drop each turn is often too much for most opponents, and you can often chip away at the face while your opponent is forced to trade(either because of taunts or too great a threat). That being said, the name of the game is value and if you can get a value kill, take it(abusive often helps with this, allowing your larger minions to remain unopposed).

Meta Options

If you notice there are common matchups you're facing on a particular day or just struggling against a particular type of deck it is often helpful to swap in some specific counters to these Decks. Here I will list and briefly explain some of the cards I think are good to consider when trying to beat the meta. You must also think about what you're taking out and how it will affect your matchups, my usual candidates are: Shattered Sun Cleric, Chillwind Yeti, and sometimes 1 Abusive Sergeant or Ysera

Cards to Consider and When I use them:

Big Game Hunter - A frequent addition to my roster, Handlock/Control heavy meta? Swap him in for Shattered Sun Cleric. Vs Handlocks this guy can kill a turn 4 giant to keep your strong board or show up in the late game to open the way for lethal. He synergizes well with Abusive Sergeant(Buff an enemy 5 Attack Minion) and is strong against just about every late game deck.
The Black Knight - Another frequent swap but this one takes the place of Chillwind Yeti in Druid/Handlock heavy meta. Seeing alot of taunts(Zoo excluded)? TBK is your man. 
Blood Knight - If you're vs'n alot of Zoo or just seeing Divine shields in general, this card is a great substitute for Shattered Sun Cleric. He also synergizes well with our own Argent Squire.
Sunwalker - In an aggro heavy meta I've found Sunwalker to be a great replacement for Chillwind Yeti and sometimes Cairne BloodHoof or Both! In most aggro matchups this card will net you a 2 or 3 for 1 almomst everytime.
Earthen Ring Farseer - Occasionally I go on runs where i'm frequently getting killed prior to my victory turn, I believe this is a result of an aggro/midrange heavy meta and found replacing Shattered Sun Cleric for This card can provide that extra turn we need.
Abomination - I've havn't given this card much time on board but I feel like replacing a Chillwind yeti with it could help in some aggro matchups, although we do have some minons vulnerable to his deathrattle also.
Faceless Manipulator - This guy is really a toss up for me, i love the card but in this deck i don't think he's a wise choice often as most of the time we wanna drop our 5 drops on 5. I would consider putting him in for Chillwind yeti in a handlock/Control Warr heavy meta though.
Mind Control Tech - This guy doubles as a balanced 3drop or can help you recover if you've had a slow start against minion heavy decks, replace Shattered Sun Cleric if you notice alot of opportunities for value with this card.
Harrison Jones - I havn't felt the need for weapon removal myself, already having a favourable matchup against control warrior but if you do Jones could be a solid replacement for Yeti.
Acidic Swamp Ooze - As above but replaces Shattered Sun Cleric 

Matchups

The only consistently bad matchups are Priests(40%), Shaman(40% WR) and Handlocks(38% WR). It has a good record vs Rush and Combo Hunters(70% WR), Aggro Locks(65%) Control Warrior(60% WR), and Mages(7-1). Other Druids pretty much come down to draws(50% WR). I don't have much Data for Rogues and Pallies but it's appearing to be favourable.

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