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88% -Win Rate- LEGENDARY Ranked Climber

  • Last updated Jul 9, 2014 (Live Patch 5506)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7340
  • Dust Needed: Loading Collection
  • Created: 5/5/2014 (Live Patch 5170)
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  • Battle Tag:

    1155

  • Region:

    US

  • Total Deck Rating

    53

View 4 other Decks by GayHomoSwag
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Current Stats: 212 Wins-29 Losses (88%)

I Have Taken a Version of THIS Deck to Legend LAST Season!

 Winning

 

Congrats to TiSTiKiTiSTi on receiving Legendary with this deck!

 

EXPLANATION:

FINALLY the deck is finished! I have been working on this puppy for a few weeks now trying to perfect a druid deck that can survive the early aggressiveness found in zoo decks, while still beating down other control and combo decks (and for a fairly cheap price). Before you say anything below, please try out my deck because this deck responds differently to various decks depending on how you play.

SOME FUN COMBOS:

-Innervate+Innervate+The Coin+Ancient of Lore Turn 2

-Mark of the Wild+Big Game Hunter or The Black Knight for any annoying problems

-Gadgetzan Auctioneer+Wild Growth with ten mana crystals for the 2 cost  Nourish (Or for free with an Innervate) 

 

NEW UPDATES! :

As of May 11th:

I put the two sen'jin shieldmastas back into the deck because I was underestimating the card. I replaced the moonfire and the healing touch with them because the two cards do essentially the same thing

I also removed the starfire for an ancient of war to give the deck more defense.

 DECK LIST:

2 Innervate: Standard (Try to use this card to get to a better card instead of using it to use your hero power because it makes this deck faster)

2 Mark of the Wild: Works well in combination with The Black Knight and Big Game Hunter. This card has become better recently as well, because it works really well in combination with the Wild Pyromancer.

2 Wild Growth: Allows ramping to beat out other control decks. If you have more than ten mana this card will thin your deck out so you can get to your combos and late game material (Don't play for the crystal past turn 6 unless if you really need it.)

2 Wrath: Standard

2 Wild Pyromancer: This card can obliterate a zoo board with the combination of a spell. It's stats are also perfect for a two drop.

2 Earthen Ring Farseer: Generally a great card to play to push one of your big guys out of hero ability range, or to keep yourself alive. I love it because Earthen Ring Farseer has use regardless of what deck you are playing against. 

1 Big Game Hunter: Easy +1 and tempo advantage if you are playing the right deck. Otherwise, don't hold it back because a 4/2 is better than nothing. Even if you can't make use of the battlecry you might be able to trade with a Chillwind Yeti or a Sen'jin Shieldmasta.

2Sen'jin Shieldmasta: I have once again started to love this card. It does very well in shutting down aggro and miracle rogue. It also will save your butt against the gromash combo.

2 Swipe: Standard

2 Keeper of the Grove: Great card to use agains rushdown decks because you can easily kill 2 3/2's with it, and the silences are really good too.

2 Druid of the Claw: Standard (Choosing your pace with cards like these helps make this deck suddenly flip from defensive to aggressive)

1Gadgetzan Auctioneer: Gadgetzan Auctioneer is AMAZING in terms of draw power. If you are even slightly ahead board wise your Auctioneer+Wild Growth turn ten is essentially a 5 cost 4-4 with a Nourish built in. This card is also great to play to get rid of the occasional useless Innervate you draw into when you only have 1 or 2 other cards in your hand during the late game, or even to trade out The Coin for an easy +1. Just make sure not to get too greedy with Gadgetzan Auctioneer by either playing him early on with an Innervate or something, or playing him and then as many spells as you can. You should only play him if you have a safe board, and even then don't draw too many cards or you will die to fatigue.

1 Cairne Bloodhoof: This card is, in my opinion, the best legendary available due to it's early game potential and overall value in terms of stats for it's cost. Cairne is like a 8-10 for 6 and for that he is definitely worth including in our deck.

2 Sunwalker: A great card to play in this deck because of it's shield. Try to play it when you have board control to make the most out of it's divine shield damage absorption. This is also an amazing Faceless Manipulator target.

1 The Black Knight: Great card to play. Try to get a 4 cost minion or higher for maximum tempo advantage. Mark of the Wild + The Black Knight for fairly easy removal is another reason why I play it.

2 Ancient of Lore: Ancient of Lore is another card that lets you choose your pace. Healing agains hunter or warlock will make it much harder for them to kill you, and drawing 2 cards makes this card great to Innervate into turn 5 or 4 with the coin.

1Ancient of War: Aggro Shutdown is great, and a 5/10 taunt for 7 is just asking for 2 for 1's.

1 Baron Geddon: This card is a great card to play because it does two things. One, it is a really good anti-rush card because your opponent can't play a ton of minions or they will all be burned to death. Two, this cards 7 attack is a great body and even if it gets BGHed you still get a Starfall for 7 mana. 

OTHER CARD THOUGHTS:

-Bloodmage Thalnos: Too slow agains rushdown decks. 

-Nourish: Nourish is great if you play it for the crystals before turn 7 or so, but if you don't get to the card before then the draw three will just lose you too much tempo. Basically, if you cannot play this card and get the tempo back then it's a dead card. If you can get the tempo back then you probable would have won anyways.

-Force of Nature/Savage Roar: Replacing monsters with spells takes away from the card tempo in this deck. This deck will also almost always win the late game so if you are winning there is no point of ending the game early for the cost of two cards that are dead if they aren't together.

-Ironbark Protector: Big Game Hunter

-Ancient Watcher/Sunfury Protector: Ancient Watcher is often too slow and useless if you do not have a Keeper of the Grove or a Sunfury Protector to give it value. Having to include other cards like Sunfury Protector, which are not very good late game cards on their own, to make the Ancient Watcher good does not make up for it's stats.

-Defender of Argus: Great when you have board presences, but without board presence it just sits in you hand as a 2/3 for 4 mana.

-Ancient Brewmaster: Originally the idea of repeating battlecries sounds really good, but this card hurts your tempo too much to be worth playing.

-Faceless Manipulator: This card can be really good, but this deck doesn't run cards that can be really beneficial to be facelessed.

-Stampeding Kodo: This card used to be in this deck, but the match ups where there would be minions with 2 and 1 attack started to dry up, so until this card becomes worth playing again, it will not have enough use in this deck to be worth playing.

-Healing Touch: It turns out I was wrong about this card because it restores 8 for 3 and most taunt creatures can do more than this card alone. I like the spell synergy this card offers, but there are just simply not enough cards to use it's synergy with.

-Moonfire: This card is great against aggressive decks with the Wild Pyromancer, but it doesn't have enough use in a game against control decks (Right now I am seeing a lot of control decks).

-Starfire: This card is a great card to have, but there simply isn't enough room to put it in.

STARTING HANDS:

Against Aggro/Midrange:

Hold on to your early game damage cards like MoonfireWrath , and Swipe. Other good cards to get would be a Wild Pyromancer, an Earthen Ring Farseer, a Sen'jin Shieldmasta, or a Keeper of the Grove. Sometimes I'll keep a Druid of the Claw if I have the Coin or an Innervate, but besides that anything above 4 cost you want to replace.

Against Control:

 You have two option depending on what cards you get to start with:

Innervate: Grabbing an Ancient of Lore would be your best card to get so you have a really solid turn 5 play, but getting a Druid of the Claw or a Sunwalker can easily shut down the board, giving you huge advantage Just try to plan your hand ahead of time so you can use all your mana crystals every turn.

Wild Growth: Get a Wild Pyromancer, a Sen'jin Shieldmasta, and a Druid of the Claw for some early pressure and easy 2 for 1's. Also try to play Wild Growth on turn two, especially if you are going second. By not coining into Wild Growth you will be able to you all of you mana more easily.

 New Idea(s) I am Testing out Currently:

Nothing Right Now!!! Suggestions below will change that though ;D.

I hope you enjoyed my Druid Deck Profile! Any responses are appreciated. If you think a card would be better in my deck and you tell me a card to trade it out for I will test the deck with it, and if the deck improves I will change the deck and give you credit. Thank you for you time and have a great day!