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V3.5 [T250 Legend]Myz's C'Thun Druid Mania

  • Last updated Jul 18, 2016 (Old Gods)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: C'Thun Druid
  • Crafting Cost: 4780
  • Dust Needed: Loading Collection
  • Created: 4/27/2016 (Old Gods)
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  • Battle Tag:

    Myztyrio#1476

  • Region:

    US

  • Total Deck Rating

    116

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Hey everyone, Myztyrio here. I became a first time legend player with this decklist. I'm finding that standard has put a much bigger emphasis on components like deckbuilding, projecting, and valuing, now that many "win all" cards are out the window. Hope you all enjoy and learn from the list.  

Current Version: 3.5. +Klaxxi (1), +Mire Keeper, -Beckoner of Evil (2), +C'thun's Chosen (1), -Nourish. Nourish is much too slow and inconsistent with the current meta. If drawn early on, it will almost always represent a dead card. If drawn when out of cards, you're already likely behind. We favor consistency over tech.

Mulliganing:

General strategy 

-Regardless of matchup, you generally want to keep one-ofs: Wild Growth, Innervate, Beckoner of Evil, Twilight Elder.

-Find early drops that are relevant to your matchup and try to wild growth/innervate them out at a speed which will be just slightly faster than your opponent's board. We are looking for combinations, not necessarily specific cards. The only two cards you will always want to keep are Innervate and Wild GrowthThink synergies. You're generally better off going second, because you get control over one more mulligan and some more options using coin. Some example(s) below.

Vs. Hunter - What's important is that you gain board presence quickly, and maintain your board. If you are offered enough C'Thun buffing cards that you will be able to get out at T4/5 Klaxxi Amber-Weaver, then this is a great strategy. If you get a buffed Klaxxi down on a empty or weak board, then it'll often cause the Hunter to concede. An example of a hand that will allow for this early play: innervate or wild growth, twilight elder, c'thuns chosen, klaxxi amber-weaver.

Determining what your opponent is likely to have (especially in the case of hard removals) is essential to determining your line of play and fleshing out your curve. If your opponent appears to be a midrange shaman, then they're likely to draw into Hex, and you'll want to avoid taking a line of play: Wild Growth, Innervate, Dark Arrakoa, because this would leave nothing on your board after a huge investment. Determining your opponent's strategies and guessing at their hand is key to determining whether you want to diversify your assets or slam a big guy down that your opponent cannot get around. In any class matchup, however, you will be able to play a lot of large minions which your opponent can't easily address by end game. This is because your deck runs many more huge threats than anything that doesn't end up in Golden Monkey stage. (and get real, you'll draw C'Thun before they can ever get out Golden Monkey)

Point being, you want to out-value your opponent. There is no deck that can efficiently deal with the whole deck. Even if you face a heavy removal control warrior, you will still get them to spend shield slams and executes on your Klaxxis and Dark Arakkoas, before they can even get to the stage where you're playing out 5/10s, 8/8s, and 22/22s.

Q) Why no Twin Emperor Vek'lor? As of V2.3, why not both? 

A) I believe that Twins and Ancient of War are interchangable, but since we already have Klaxxi Amber-Weaver which requires C'Thun at 10, I prefer to have a more consistent big drop. Common hard removals are hex and fireball, and often you won't bait out a hex with twins, but you will definitely get one with Ancient of War. You have more options when determining how to value your high drops from there. Sometimes you're even happy to sac one of War or Rag in order to seal the game with C'Thun. No more hard removal = GG. Essentially, the high number of hard removal targets and ability to quickly get them on board is what makes the deck so powerful. Vek'lorr is not normally a hard removal target by the time you can play it, whereas cards like Dark Arakkoa and Ancient of War almost always are.

Q) Do I play Living Roots as 2 1/1's on turn 1? [-Noctem]

A) If you're fairly sure your opponent is aggressive and will drop low health minions in the early game, then you want it as your turn 1 play. If you're likely facing something slower or that has early game like 2/3s and 3/3s, then you want to mulligan it/save it.

Happy laddering!