[75% Winrate Rank 5 to LEGEND] C'Thun Druid - N...
- Last updated Apr 28, 2016 (Old Gods)
- Edit
- |
Wild
- 21 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: C'Thun Druid
- Crafting Cost: 5100
- Dust Needed: Loading Collection
- Created: 4/25/2016 (Classic Nerfs)
- TheToxicNuke21
- Registered User
-
- 5
- 13
- 26
-
Battle Tag:
TheToxicNuke#1608
-
Region:
US
-
Total Deck Rating
489
Edit: Legend Proof
Introduction
Hey everyone, I'm TheToxicNuke. You may remember me from my front-page Ramp Druid guide way back when Naxx came out. Now it's no secret that our favourite class bit the bullet kinda hard when in comes to the recent nerfs to classic cards. However, I happen to believe that a little corruption will keep Druid as (old) godly as ever.
Keep in mind that the main deck listed here is the framework for the deck (which does work quite well), but there are a few changes you can make to potentially have more success.
General
My experience with this deck has been absolutely absurdly positive, and for good reason. A C'Thun-centric deck does all of the things Druid loves: stays present on the board with decent minions until it drops its big friends, and delays for a ridiculous and game winning turn. Our ramp (Innervate, Wild Growth, and now the new Mire Keeper) helps extraordinarily with that first bit, allowing us to drop those big guys way earlier than we should be allowed, and we're able to delay our death while maintaining a serious board thanks to Druid's insane taunts long enough to crush them with a bunch of eyeballs.
Even if your C'Thun gets removed after its insane board clear and face damage, you have more than enough big guys in your deck to finish your opponent off. That's not to mention the insane possibilities with Doomcaller, as if just one of our favourite Old God wasn't already enough.
In theory this deck has excellent match-ups against all archetypes. Against control you can just overwhelm them with your generally decent minions. Against midrange you're not going to fall behind as it's so easy to play on curve with this deck (this is where Klaxxi Amber-Weaver really shines), and odds are your endgame minions are bigger than theirs. Against aggro it'll be tough for them to even touch your face since you have so many big taunts in Crazed Worshipper, Dark Arakkoa, Twin Emperor Vek'lor, and even a taunted C'Thun via Twilight Geomancer. Enough said.
Card Alternatives
Let's just get a few things out of the way. A lot of people are singing their praises about Brann Bronzebeard in C'Thun decks, and while obviously some spectacular stuff can occur with this, more often than not it's just going to be a lame body giving your C'Thun unnecessary extra buffs. The only cards Brann actually combos with are C'Thun, Twin Emperor Vek'lor (both of which are very rarely going to occur), and Disciple of C'Thun, which will happen pretty often but two extra damage on a three mana card is a pretty marginal increase in power to warrant an inclusion in your deck.
After some thought I've come to the conclusion that in such a C'Thun-heavy meta Sylvanas Windrunner is the perfect denial card. After a lot of experience in a mirror match up, I can confidently say that you're going to win 99.9% of the games in which you drop C'Thun before your opponent. If you have an empty board on turn 9 just slap down this lovely lady and you can practically hear your opponent weeping. But don't be afraid of playing her out if it means keeping up tempo as she'll almost always get at least a two for one.
The 6 drop slot as a whole is one with a lot of options, but of course you always want both Dark Arakkoa in there because that card is stupid good. The other two can be any combination of Ancient Harbinger, The Black Knight, Sylvanas Windrunner, and Skeram Cultist based on personal preference.
If you're facing mostly extreme aggro decks (Face Paladin/Hunter), consider replacing Nourish with a Twilight Geomancer.
Mulligans
Mulligans are pretty straightforward with this deck but sometimes do require a bit of discretion.
Against aggro: Innervate, Wild Growth (if you don't have a 2-drop, Wrath, Beckoner of Evil, Disciple of C'Thun, Twilight Elder, and Swipe. If you already have an Innervate, C'Thun's Chosen, Klaxxi Amber-Weaver, Mire Keeper, and Crazed Worshipper can be kept. Don't hold back a Klaxxi Amber-Weaver for the buff, a 4/5 is good enough against aggro.
Against midrange/control: It's just important that you curve out well. Keep Innervate, Wild Growth, and base your hand around playing something every turn on curve. You can be a little more greedy with your Klaxxi Amber-Weavers if it's not urgent that you play them and you already have a board presence.
Innervate + Twilight Elder wins games!
Conclusion
Thanks for reading! A lot of work went into this guide, so if you enjoyed or had success with the deck, feel free to show your appreciation with an upvote. If you have any questions or comments you know exactly where to leave them, any questions will be answered and any feedback will be appreciated! Feel free to follow me at https://www.twitch.tv/TheToxicNuke21 where you may find me playing this deck from time to time. Maybe you could stand to learn something, who knows? Tune in!
I took Doomcaller out after the first while of play because Ancient of War in its place improved the Zoo matchup significantly, but I definitely think it fits in the deck splendidly if you're facing a lot of control.
What you think about replace Ancient of War ---> Hogger the scourge of elwynn?
Honestly I can't test it because I didn't open Hogger, the Scourge of Elwynn and I'd rather not spend the dust to craft him, but I can't see the switch being all that advantageous because Ancient of War exists in this deck purely for the purpose of defeating Zoo with another huge taunt, and Hogger definitely doesn't accomplish that.
Thank you for the video, glad you're enjoying the deck!
I made an account just to comment on this build. This is by far the best deck I have played. Even in match ups vs other Druid decks, I tend to out draw them and out trade them. Might be just my luck or a bunch of bad opponents, but after going win streak from rank 10 to 8 and counting, I am impressed. Great job, TheToxicNuke21 - I absolutely love it.
Do you think that the meta will catch up to this deck though? As far as I can see, my only problem is Aggro Shamans/Evolve Shamans, but I just can‘t imagine any other class doing anything to this deck without an insanely bad draw from my own side.
Big ups!
Thank you! I'm ecstatic that so many people are enjoying this deck so much. I do see this deck maybe going into a bit of a slump because I expect Shamans to run rampant for a while and this deck has maybe a 50% winrate against them, but once people start building decks to counter said Shamans, this deck will be back on top and crushing them.
Glad to hear it! I hope you continue to enjoy playing it into the future. As for your question, I don't think I've ever used Nourish for mana crystals in this deck as we're usually ramping really well anyway.
Best C'Thun variant out there, +1 , much more consistent than others!
Beyond 1 Nourish how do you even cycle this deck? It has no draw. You either draw what you need or play off the top every turn.
What do people think about putting Defender of Argus into this deck? Would the extra taunts for Klaxxi Amber-Weaver would be good? I'm currently playing 1 Crazed Worshipper and 1 Druid of the Claw as well as an Ancient Harbinger and Doomcaller. Not sure about Doomcaller's use but it does allow for the early C'Thun play safe in knowledge you can bring him back. I only run 1 Twilight Elder because I don't particularly want to be scaling for ages, and I value 1 Twilight Geomancer. I've got a Nourish in their too, and Sylvanas Windrunner but I've only ever played her once - she is very situational, basically you're banking that whatever card you want to take from your enemy is the only one they have on the board at the time of her removal, and unless you destroy her yourself you're not massively in control of that. I also don't run any Azure Drake because I don't think their extra card draw for 5 mana is worth it. Basically my game plan is to rush to ramp to 10 mana as soon as feasibly possible if I've got Ancient Harbinger, Twin Emperor Vek'lor or C'Thun in my hand, whilst buffing C'Thun to at least 10/10. I've beaten like 3 C'Thun Priests recently doing this, simply because they spend too long buffing C'Thun whereas I don't. I'd say the deck is still weak to Priest though, and with bad RNG you're left with little options early but I guess that's the same with many decks. I think this deck also struggles against Warrior, and I got pipped at the post by a Spell Rogue with Yogg-Saron, Hope's End but thats pretty much purely RNG, fun as hell though.
[Edit]
Realised a few of the cards I mentioned aren't actually in the proposed deck, but I've seen them suggested elsewhere. Just my 2 cents on them.
This deck is great, but I do have a couple of questions. Why are there only 2 5-drops? I usually end up hoping for a 3-drop+Hero Power on turn 5 because 2 minions in that slot is pretty inconsistent. Also, why almost no card draw? I seem to have trouble actually drawing C'Thun. Maybe I'll follow your most recent change in adding Ancient Harbinger. I guess goodbye 400 dust.
there are actually 3 with 2 Druid of the Claw and the 1 Nourish. Personally I replace 1 of the Druid of the Claw with a Crazed Worshipper, and I've seen people put a couple Azure Drake in this deck for card draw, although I don't think it's worth it currently. I've actually won a fair few games without drawing C'Thun with slight variation from this deck - you just have so many threats - if you draw Ancient Harbinger, Twin Emporer Vek'lor or C'Thun before around 8 mana you have a good chance to end in a few turns.
already 5 games in a row where my enemy just drops c'thun before me even if i have the control and i lose because we got no removal.... zzzzz
A 4/10 after turn 4 isnt all that amazing. especially if youre not running any taunt givers. I know they are basicly maxed Twilight Drakes, but unlike handlock you can't draw for them untill turn 4, and if you don't taunt them whats the point. I took out both Weavers for Fandral and Cenarius. People will make crazy turns just to get rid of Fandral, regardless of you having a combo with it or not. Cenarius is just that extra little push in the end game in case you can't find C'Thun in time. I also took out 1 Deciple cus in my experience a 3 mana 2/1 loses you the game more often than wins you the game with the battlecry. I replaced it for a Crazed Worshipper for a little extra taunt and often a better C'Thun buff. I feel like you should put Brann in this deck if youre going to run 2 Deciples.
If you've tried out Ancient Harbinger then I can respect your exclusion of it. I didn't think it would be that good but in my testing it's been excellent. I do think that taking out Beckoner of Evil is a mistake because it makes it much harder to proc the effect on Klaxxi Amber-Weaver. Finally, if you're running into a ton of C'Thun then I can absolutely warrant an inclusion of Big Game Hunter, but I've been seeing much more aggro, against which both BGH and Azure Drake end up being pretty useless cards, whereas Ancient Harbinger can actually net you a clutch win with C'Thun.
Looks similar to my deck though the harbinger is way too slow of a card. Its really not worth it to be honest.
75% winrate? More like 10%
I can't imagine how bad you must be.
13-0 currently with this deck. Thanks ToxicNuke.
I like this list, but it suffers from the lack of Innervate. I did -1 Acolyte, -1 Beckoner
Very well thought out deck, I've had pretty nice success with it so far
thank you so much!!