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)
- GayHomoSwag
- Registered User
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- 3
- 9
- 25
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Battle Tag:
1155
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Region:
US
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Total Deck Rating
53
Current Stats: 212 Wins-29 Losses (88%)
I Have Taken a Version of THIS Deck to Legend LAST Season!
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 Moonfire, Wrath , 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!
still playable with gvg ?
what is your opinion on Azure Drake ?
and Naturalize instead of Big Game Hunter
What updates have you made?
---Glad to see you have given this deck some feedback! Here are my responses to your questions---
Harvest Golem-This card it undoubtedly a great card to play. The reasons I choose Earthen Ring Farseer are:
-It can give you health. In many cases enough health to survive against a Miracle Rogue combo or enough health to stabilize against a zoo deck. (The harvest golem and earthen ring farseer provide pressure early game, but late game the health is more important than the stickyness of the Golem)
-By playing a Farseer we can potentially heal a minion out of hero power range, allowing us to get a 3/6 for three if you understand my thinking.
-An Earthen Ring Farseer will either trade with most early game minion (SI7 Agent, Flame Imp Kockron Elite), or will kill the minion and survive (Voidwalker, Northshire Cleric, Acolyte of Pain, Sunfury Protector, Defender of Argus, and even Harvest Golem). This gives this minion a great matchup against almost all decks, and even then Earthen Ring Farseer will almost always get a pleasing trade. (Beware of the dreaded FIRE ELEMENTAL =P)
-As for Weapon Destruction, Harrison Jones is the next legendary I am trying to enchant because I want to try him out in the deck, even though the deck seems to do quite well without him. If you are seeing a ton of warrior, shaman, hunter, paladin, or rogue then play him, but before you change the deck I would look at my strategy guide right below.
My strategy against warrior is to use my hero power as much as I can and not to get control until I get 15 health or less so his Alextraza sucks. (I typically get 15 Health around turn 6) Then I spam board control with no more than 1 taunt. Once he uses his brawl I put as much out as I can. When he plays gorehowl then play out weak minions to blow out the really strong charges, then play minions with 1 more health than the damage on his weapon. Just keep spamming out as much as you can and keep the value flowing. MAKE SURE NOT TO PLAY BARREN GEDDON UNTIL HE USES HIS BIG GAME HUNTER. If you stick to my strategy, you'll get around an 90% win rate.
Deck is garbage against zoo, unless you draw the perfect board clears, which never happens ofc.
But, I have to say when you do, and against any other deck, it feels magical lol. Very fun to play.
agreed.
I've never had trouble against zoo decks with this deck, but I am taking a break from druid (298 ranked wins in 25 days) so I don't really know if the matchup has dropped off. I know that whenever you have a pyromancer you have to wait until like turn 5 so they have used 5 or 6 cards. Maybe you go in early, or maybe you are getting bad draws, or maybe I am wrong. I have no clue =p. I am glad, however you gave honest feedback anyways.
About to update it. Sorry for the delay. I am sure with this update you will have a much greater change of surviving the dreaded combo =p
Yeah I've been working with the shieldmasta again because it makes the wild groths have less value (No more t2 wild growth t3 Shieldmasta). Since the new season started I have not seen ANY miracle rogues at all. It's a real pain because clearly you had to fight through a ton of them and I don't see them anymore. I took out the tazdingo because I was playing giants 3/4 times so I was getting fed up. I also was not able to deal with yetis or the black knight without another activator like a keeper. Later on I would lose the game because the keeper wouldnt get much value and the 2 for 1 (Keeper and tazdingo for yeti) would snowball. I understand why you don't like the healing touch or the moonfire. My trick with it was only to play it with either a pyromancer or an auctioneer, but I started to lose matchups like control warrior from fatigue. Maybe playing the auctioneer isn't a good idea. =/ Anyways I am going to test out putting two tazdingos back in for the moonfire and healing touch. I also may remove the auctioneer for a kodo because the demolisher druid deck is getting really hyped up. I've already played against 4 or five of those decks and the kodo was a shutdown. Thank you a ton for the advice, and thank you for choosing my deck to go to legend. I can't believe all the amazing support I receive from people like you. Oh, crap I almost forgot. What is your opinion on starfire? And in what matchups did you not get screwed over by playing an ancient of war =p?
Congratulations! Im glad you stuck to it =D I'll put your name up so everyone can see.
I have dropped from 10 to 13 from running this deck. Maybe I'm doing something wrong? Can you tell us what your stream is (if you stream). Also can I add you on battle.net?
Sorry matitay, I do not stream. Honestly this deck is falling apart a little with the whole miracle rogue burst. I will update it and I am sure you will do better against miracle rogue -if that is why you dropped ranks. Otherwise it is probably just human error. This deck plays differently depending on who is playing. Just try to make some tempo plays and some value plays. You cant stick to one or the other or you'll lose with 9 cards in your hand, or by running out of steam.
I do not have him sadly. I honestly do not know. I believe he is better in decks with force of nature and savage roar though.
sorry =/
This deck is amazing.
how does this fare against shamans and miracle rogues? thats all i meet at my rank
Does great against both! Just get Pyromancers and the Baren geddon against shaman, and try to get a ton of taunt for miracle rogues.
I feel like I owe you my life.
Ha nonononono. I just love to tamper with decks, thats all. Thank YOU for viewing and appreciating my content
It's really so much fun to play with! It feels like I always have a good answer for almost everything :)
Loving all the taunters. But I have to admit that I always get scared of TBK lol. It's funny when the oponent uses him at Shieldmasta tho.
Went from rank 8 to 6 last night, planning on going further as soon as I find time to do it!
That'a great to hear! I actually have not played a single deck besides this one in constructed. I guess I am just so excited being able to work with the Druid deck every day. I am especially stoked for the Primal Seed card. I just can't wait for the primal seed-innrevate-baren geddon. It's going to be sick. I don't even know what I am going to replace. Thanks for the feedback!