Trump's Theorycraft - C'Thun Druid
- Last updated Oct 13, 2016 (Yogg Nerf)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: None
- Deck Archetype: C'Thun Druid
- Crafting Cost: 6720
- Dust Needed: Loading Collection
- Created: 4/26/2016 (Old Gods)

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Hey guys , im EU player and i havequestion. Can i find here someone like "teacher". I want to look how to play this deck!! And try to learn what is good and whats bad desicions! SORRY FOR MY BAD ENGLANDO! My battletag : LegendaryOne#2248
Relies too much on very specific hand/board states to be reliable against aggro
Just made this deck, very excited to try it out! Looks pretty impervious. Will update after 10 games
EDIT: After ten games, I have 50% win rate, drew C'thun 3 times, played C'thun 2 times ,average game was 9.8 rounds. I might consider adding some milling cards to make the following scenario more likely:
Play Emperor Thaurissan behind a taunt, discount C'thun and Brann, play Brann & C'thun using Innervate following turn.
Overall a very solid deck, and a detailed strategy guide would certainly help this deck move even higher in the ranks.
why is emperor thaurissan in this deck? :D
To allow for combos with Cthun.
IE.
1 -Brann
1 - Cthun
1 -Innervate
in one turn can only be done if you have Thaurissan. It also allows for quick mid game plays if yo get it out soon enough.
thats w
Wow it's an amazing deck but sometimes I find it hard with aggro deck like zoo, overall its a really good deck :D
what do u guys mulligan for with this deck?
It's so simple, it works. Went 18-2 from rank 12-6 with it. I did find Brann only was useful once, the deck was strong without him. Azure drake is another one that really served no purpose in any game. Game is usually over by turn 9-11 depending on draw. The 2 I lost were too Agro Shaman and Zoo I just didn't draw enough AOE early enough to keep up. Fantastic deck otherwise
<script>// <![CDATA[ window.post_1476715749974_9 = function(win,msg){ win.postMessage(msg,"*"); } // ]]></script> <script>// <![CDATA[ window.post_1476715751284_29 = function(win,msg){ win.postMessage(msg,"*"); } // ]]></script>Sick update.
Yeah, this deck is too slow and loses to almost every aggro deck on the ladder.
Ok. Many good points have been made. Many people are thinking along the same lines as me. Here is my take on some things I agree / disagree with
AGREED: too much ramp. The ramp to draw ratio is way off. I'm running 1 INNERVATE, 2 WILD GROWTH, 1 MIRE. You could easily include an extra innervarte due to the stellar blend of (card draw) X (mana curve) X (Deck tempo / flexibility). This deck is a jack of all trades, aggro, mid range, control it can do a little bit of all.: You can occasionally play aggro by getting off to a fast start on the board . Or can adopt a control strategy by trading tempo and health for a sizable mid to late game card advantage. Late game it has enough card draw, face damage / removal and big drops to finish strong.
*side note about mire. I agree it's not super impressive, It's there as insurance incase you didn't draw your wild growth. Wild growth is only great played early and you rarely IF EVER want to play two wild growth unless you have no other options. The second wild growth is almost always better for card draw. MIRE fits as a versatile gadget play with decent value. At turn 4 he is good no matter how you opt to play. A 2 drop and a wild growth costs 2 cards and provides a smaller body, where as a 4 drop typically can not achieve the 5/5 he adds up to.
Disagreed: EMPEROR THAL, STAGHELM, and BRAN may not be essential. These are combo cards that are inconsistent, and I don't know how viable the synergies are.
STAGHELM s the least impressive of these. LIVING ROOTS is best played on turn one for the bodies, or late game as a ping. Getting two 1/1's late game is negligible. WRATH is a card you want to be able to play with few strings attatched. I run 1-2 SPELL DRAKES, and DEATGMAGE THALANOS. The odds of you being able to synergise wrath and living roots with these spell damage minions is much better. Better still are the odds that you will use wrath and living roots as a quick fix with no synergy at all.
THE CARD DRAW ISSUE: instead of nourish (which is Redundant as a ramp) and offers you nothing at all in the way of tempo, this is how you draw cards:
LOOT HOARDERS: This often sets the opponent back in tempo if they use a hero power or ping to remove it. Conversely if you are able to combo this with your hero power, living roots, wrath, beckoner, Disciple, etc... You enhance your card advantage. Being able to thin your deck to help you find the right cards... So you have the right options for every step of the curve is card advantage 101.
SPELL DRAKE: spell damage, body, card draw. The triple threat.
WRATH: ideally you use this for the card draw but sometimes you can not afford to do this.
DEATH MAGE THALANOS. Super obvious choice.
STARFIRE after experimenting with Leeroy it didn't take long to realize this one is better. Face damage to finish off a weakened opponent, or Just another removal / deck thinner.
DECK LIST:
: 1 INNERVATE
2 Living Roots
2 Beckoner of evil
2 Loot Hoarder
2 Wild Growth
1 Death Mage thalanos
2 Disciple
1 Twilight Elder
2 Cthuns chosen (
2 Cthuns Chosen
2 klaxxi
1 mire keeper
2 Swipe
1 Druid of the claw
2 Spell Drake
2 Dark arak
1 Starfire
1 Twin Emperor
1 Cthuns
This is only 26 cards, what do I use for the other 4?
Kinda good deck IMO, but to play normally you MUST add Nourish, cause you will have a good tempo but you will also loose many cards to gain this tempo rat.
c'thun druid:hearthstone; starbucks:coffee
Finally, after more than 60 games with barely 50% iwn ratio, I found a Version of this deck that works well for me ...
And finally it feels a bit like the old Ramp Druid <3
Azure Drake is bad because you only have 4 spell with damages
Crazed Worshipper is nowhere playable outside warrior decks (not to be considered good)
with two Innervate and Mire Keeper, your mana pool will be maxed out very soon, and this deck is really lack of card draw to gain tempo and this deck also don't have any big threat removal and big minions to win in the late game vs control decks, and too slow to any midrange/aggro deck
So, this deck is pretty bad imo
A shit deck that is slow, lososes versus anything cotnrol due to lack of threats and a weak Ctun (due to not enough cultists)
My personal experienc eis that you need Raganros in such a deck to get several game-winning endgame threats
0 win 5 loses on rank 11.. AMAZING deck!!!
And keep losing..