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[LEGEND s23] Taunt Druid

  • Last updated Mar 6, 2016 (Explorers)
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Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 4260
  • Dust Needed: Loading Collection
  • Created: 2/29/2016 (Explorers)
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Hello guys, I'm HotDogTime! Are you just as I tired of getting stomped on by aggro/rush/cancer decks as me? Fear not, here is the solution! 

Was my first time legend on EU server.

Proof: http://imgur.com/8IJeR9f

Check this video out for the deck in action: https://youtu.be/thFdT4u1oAY

Mulligan:

You should always keep Zombie Chow, Innervate and Wrath. Zombie Chow's stats are simply amazing, especially against aggro/cancer decks where it very often can kill an early minion like Leper Gnome and still survive. Innervate is your main source of ramp where you can drop an early taunt to secure your early game. Wrath is also a usefull card to keep against most classes as it is very versatile. Most often you will use the 3 damage option to kill something like a Knife Juggler against a aggro deck or a Acolyte of Pain when you're up against warrior or freeze mage. I will refer to these cards as "The must have".

Quick note: 

Nothing of what I type is written in stone, it's just a generall guideline of how I played and in my opinion also you should play the deck. You never discard e.g. 2 x Innervate plus Dr. BoomAncient of War or Ancient of Lore

Class specific mulligan:

Warlock: 

There are really two archetypes of warlockdecks in the meta right now, zoo- and renolock. Depending on how many of each you've faced you have to decide which deck to mulligan against. One way that often tells you if it's Renolock is if your opponent has the golden hero and legend card back but not always though. 

Against zoolock you should keep, except "the must have", Mind Control Tech as it is a incredible card against zoo whereas they play a lot of minions. You should always keep Deathlord because it's so unexpected and can destroy their whole early game and it's not all that bad if they kill as they mostly have small minions in their deck. There are also some exceptions for e.g. if you have Innervate and Sen'jin Shieldmasta or Keeper of the Grove to silence a Nerubian Egg. Also keep Wild Growth for you to ramp.

Against renolock you should keep, except "the must have", Wildgrowth so you can ramp faster where the match will be much slower. You should try to have something to ramp into so you can control the board and put pressure on to your opponent. Could also be a good idea to keep Mind Control Tech if you don't have another drop and sometimes it might even be able to steal a minion. 

Hunter:

Here it's also two deckarchetypes which are retard hunter and midrange hunter. You should always mulligan for cards against retard hunter as this can wreck you hard if you can't deal with it fast. 

You should keep everything just like against zoolock except Mind Control Tech as you will almost never get value out of this in the earlygame which your main focus to is. Only keep Wildgrowth if you have a three mana drop e.g. Deathlord

Mage:

You can be faced up against two styles of mage, freeze and tempo. You should mulligan against tempomage because if they have a good hand and you have no sources of removal you are pretty much doomed. 

You should always, even if you don't have Innervate, keep Keeper of the Grove to silence a Mad Scientist otherwise it can screw your whole gameplan real bad. Also it is a very good card against freeze mage to silence a Mad Scientist or a Doomsayer. Except the "the must have", you should also keep Wildgrowth as this matchup isn't as fast as the other ones.

Shaman:

The most played shaman is aggro/burst shaman so therefore you should mulligan against it.

Except "the must have" you can keep either SwipeSen'jin Shieldmasta or Keeper of the Grove if you have Innervate

Warrior:

You can either face control or patron and patron is the hardest matchup of the two. 

Even if the warrior has two completely different playstyles, your mulligan looks pretty much the same. Other cards to keep except "the must have" are Wild Growth and something to ramp into if you have Innervate

Paladin:

There are various of paladin decks out there such as murloc/anyfin, secret, aggro etc. The most commonly played is secret and is also your thoughest opponent. The mulligans are pretty much the same anyways. 

You should keep, along with "the must have", Sen'jin Shieldmasta if you have the possibility to get him out early, always keep Wildgrowth aswell. You should also keep either Deathlord or Mind Control Tech but probably not both as it might not ramp very well.

Druid:

You can either matchup against ramp, egg or aggro druid, but most often it's ramp druid. 

When you face druid you should keep, except "the must have", WildgrowthBig Game Hunter and if you have your mana gaining tools; something to ramp into. It could in this case if you have your ramp tools to keep Azure Drake as it gives you a card back after playing at least two after early ramp.

Rouge:

It's most often miracle rouge that your facing so therefore you should mulligan for that matchup. 

Basically, miracle rouge is dependent on the use of her weapon so therefore you should keep Sen'jin Shieldmasta if you have coin, and you should always keep Deathlord as she have to burn a lot of resources on getting rid of him. Always keep "the must have"!

Priest:

Except "the must have", keep Wildgrowth and Azure Drake or Druid of the Claw if you can ramp into it. You could also keep Mind Control Tech just to get something out on the board if you don't have anything else.

 

Cardchoices:

2 x Innervate is a must have!

1 x Zombie Chow Important against aggro as it often can trade 2 for 1, but very bad if you get this lategame against control matchups, therefore the reason to one copy of it.

2 x Wildgrowth important to be able to get your big creatures out faster. Wildgrowth vs. Darnassus Aspirant? I don't have Darnassus Aspirant in my deck because it's not as reliable as Wildgrowth and also you can draw card for it in the later game. If you want more early game against aggro just add 1 x Zombie Chow more.

2 x Wrath is a staple in every druid deck!

1 x Big Game Hunter is the Dr. Boom destroyer as nearly every deck in this meta runs it. 

1 x Deathlord is a great card against aggro and can kill opponents early game in an instant.

1 x Mind Control Tech great against aggro, can also save you in late game against a big board.

2 x Swipe your only aoe spell so it's very important to have, especially against aggro. Pretty much a staple in every druid deck as you also can use it as burn.

2 x Keeper of the Grove is your only source of silence which is very important. Also staple.

2 x Sen'jin Shieldmasta great early taunt, very important against aggro as you can get it out fairly early in the game. 

1 x Azure Drake is a must to have at least one copy in every deck, mainly for the carddraw but also as it synergizes well with Swipe.

2 x Druid of the Claw is a must have in every deck, especially in taunt archetypes. You can either taunt it up or remove a minion such as Flamewaker with the charge choice.

1 x Loatheb great card against spell oriented decks, such as freezemage.

2 x Sludge Belcher is a very good taunt, which is sticky and very good against aggro because of it's deathrattle. 

1 x Emperor Thaurissan helps you to ramp and therefore get your big creatures out earlier. Great card against control matchups and can almost act as a taunt as this is number one priority for enemies to remove.

1 x Sunwalker is a very good card as it can trade 2 for 1.

2 x Ancient of Lore is your main source of card draw, and can heal when low on health. Staple for every druid deck!

2 x Ancient of War is the best taunt of them all, but can also win you the game buy the attack gain option.

1 x Dr. Boom is a great card where you can regain boardcontrol in an instant with your boombots. Though is very vulnerable against Big Game Hunter as every one plays Dr. gg.

1 x Kel'Thuzad is in the deck for obvious reasons. Can win you the game solely.

 

Matchup tips & tricks:

Quick disclaimer: 

These tips & and tricks may seem obvious for some, but I'll write them anyways, maybe someone new to the game will learn something.

Never turn one coin into Wildgrowth if you don't have a three mana drop!

Warlock:

Always be aware of the fact that they can have a Molten Giant in hand if Renolock so try not to take away too much health from the hero if you don't have lethal. Also beware of Sea Giant when attacking Imp Gang Boss as it gets cheaper for every minion in play. 

Hunter:

If you have to choose between killing a beast or a non-beast, kill the beast as he can get some advantage out of it. Also be carefull for Freezing Trap.

Warrior:

Don't always extend your board just because you can, it can ruin you if he plays a Brawl. Also try to get rid of his armor so he can't kill your big creatures with Shield Slam.

Mage:

Watch out for Mirror Entity which could screw your game. You can sometimes use this for to your advantage if you can use a Zombie Chow to get some health back.

Rouge:

Try just to have a taunt out in the late game so he can't wombo-combo you very easily. Also when you're facing a raptor rouge always try to kill e.g. Nerubian Egg, so he can't get as much value out of it. 

Priest: 

Try to play a four attack drop instead of five so he can't kill it as easily. Also beware of lightbomb when choosing between taunting your minions or giving them attack advantages. 

Shaman:

Against aggro shaman he very often plays Doomhammer on turn five so you can keep that in mind and play a taunt right before his turn five.

Paladin:

Watch out for Mysterious Challenger on his turn six. Also know what secrets he plays.

Druid:

In a mirror matchup, get board control as fast as possible so he has to be the defending part. Also keep in mind that he always plays Big Game Hunter.

Combo & synergis:

Azure Drake+Swipe

Deathlord+Mind Control Tech

Loatheb+any minion

Kel'Thuzad+any taunt minion

 Please like, and comment the deck and tell me what you think about the deck or if you have any questions:)