Moonkin Druid
- Last updated Nov 3, 2016 (Yogg Nerf)
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Wild
- 13 Minions
- 17 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Ramp Druid
- Crafting Cost: 12180
- Dust Needed: Loading Collection
- Created: 5/5/2016 (Old Gods)
- Suzuteo
- Registered User
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- 2
- 5
- 14
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Battle Tag:
Suzuteo#1776
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Region:
US
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Total Deck Rating
11
Introduction
Moonkin Druid is a variant of Miracle Druid that uses aggressive ramp and board wipes to gain control of the board and kill with late game burst.
Props to Hotform for the original idea. Karazhan patch has given us many new tools to work with. RIP Yogg.
Card Choices:
2 Innervate: What's that? You want to run Druid without Innervate? You're an idiot. Go play Warrior.
2 Living Roots: If it's Paladin, Warlock, or Hunter, you will want to make those tokens on turn 1 and try to trade them. If it's Mage or Rogue, don't bother. Otherwise, save it for face or emergencies.
2 Raven Idol: Against late game decks, Discover a minion, otherwise, Discover a spell. Use it to fix the gaps in your curve, to complement your hand, or to look for answers. (By the way, all these things need information, so don't be afraid to mulligan this card, and don't be in a rush to use it always.)
1 Bloodmage Thalnos: This sad sack of bones gives you a cheap point of Spell Damage, which is extremely important in a ton of aggro matchups. Always hang onto him for the trade.
2 Wild Growth: This Druid needs mana crystals like a fat kid needs cake.
2 Wrath: Unless you need to hold onto this for Flametongue Totem or Northshire Cleric, trade it immediately, especially if you can also get the draw.
1 Feral Rage: Tempo is everywhere. It's climbing in your windows, snatchin' your people up, try'na rape em, so y'all need to RUN YO FERAL RAGE.
1 Fandral Staghelm: Surprised neither the letters 'O' nor 'P' appear in this guy's name. He just makes ordinary cards like Raven Idol and Feral Rage absolutely unfair. Honestly, half of my game plans involve getting this guy safely on the board with enough mana to get immediate value.
Oh, and something you should know: the developers went cheap on us and don't double count Spell Damage. So yeah, that +1 Spell Damage Wrath only deals 5 damage, not 6.
1 Jungle Moonkin: Okay, this guy is back to being secret sauce. Use him to turn Moonfire into discount Wrath and Living Roots into discount Shadow Bolt.
2 Mire Keeper: More cake. Make tokens when you reach 9 mana crystals.
2 Swipe: Murders everything. Easily the best nuke in the game.
2 Nourish: Why two? Because sometimes, you draw a hand that makes you think "Oh @#$%." This is when you're going to start praying for one of these.
2 Azure Drake: So. Much. Value.
1 Emperor Thaurissan: Pretty much an Innervate for every combo in the deck. Drop him immediately for his effect and his invisible Taunt.
1 The Curator: Solid body with Taunt. He also fetches from the Spell Damage cards in the deck: Azure Drake or Malygos and a guaranteed Jungle Moonkin.
1 Ragnaros the Firelord: Plan B: A giant fireball to the face. Looks a lot like Plan A.
1 Malygos: If you're not screaming "I AM THE ESSENCE OF MAGIC" at the top of your lungs when you play this guy, you're doing it wrong.
2 Arcane Giant: Yeah that's right. Screw you, Flamewreathed Faceless. There's a new boss in town.
Substitutes
For Living Roots
Sir Finley Mrrgglton: Maximizes value from The Curator. (Not really recommended.)
For Feral Rage
Mulch: Pretty much Druid's only get out of jail free card. I don't think more than one is necessary.
For Jungle Moonkin
Feral Rage: Tempo better run and tell that. Be sure to drop The Curator as well.
For The Curator
Ancient of War: The poor man's shield-tree-thing.
Starfall: Combined with Spell Damage, this can absolutely demolish a board. The only real problem is getting enough mana to combo with it. For this reason, I recommend running it alongside Bloodmage Thalnos.
Soggoth the Slitherer: Comes out two turns after Ancient of War, but he's ridiculously good at eating up aggro decks. He is severely allergic to Paladin; Keeper of Uldaman and Aldor Peacekeeper bypass his Elusive quality.
For Bloodmage Thalnos
If you're wondering why the options cost 6+, it's because the Loot Geomancer's job is to stabilize a board turn 4-6+ by powering up a Wrath or Swipe. If you want something lower on the curve, use Feral Rage or Mulch.
Harrison Jones: Pretty much auto-win against Pirate Warrior or Secret Hunter.
Gadgetzan Auctioneer: Monay monay monayyy. Really useful for closing out aggro matchups.
Moonglade Portal: You've got six mana. Now, you gotta ask yourself one question: "Do I feel lucky?" Well, do ya, punk? If it turns out you are, you may have stabilized your board. If not, you get a Corrupted Seer.
Sylvanas Windrunner: Druid often falls behind. This is your comeback gal.
Baron Geddon: Starfall with a 7/5 body. Actually might be worthwhile with aggro coming back.
Matchups
I'm going to provide some pointers from my own experience. Win rates are from my own records, rounded down to the nearest 10%.
Druid - 50%
Mulligan: Ramp. Nothing is more important in the mirror.
Malygos Druid: Your goal is to ramp and dig for combo pieces and threats, especially Emperor Thaurissan, Fandral Staghelm, and The Curator. Your goal is to generate the greatest value from these cards so that once you two start trading for control of the board, you end up on top.
Token Druid: This variant tries to bridge early board control (to counter aggro) into either Malygos or Medivh, the Guardian as the finisher. If you suspect the former, try to be aggressive to force them to burn Moonglade Portal before they can squeeze a lot of value out of Atiesh with it.
Beast Druid: A midrange deck that uses Menagerie Warden to multiply their tempo on turn 4-6. Be aggressive about clearing the board early on. As with all Druids, they have trouble clearing high-toughness minions.
Hunter - 40%
Maybe this is just me, but I noted that I consistently struggle against Secret Hunter. I might just need to play better.
Mage - 70%
Mulligan: Early removal, especially Living Roots and Feral Rage, and ramp.
Your primary concern is dealing with Tempo Mage, as Freeze Mage is not nearly as large a threat to you.
Tempo Mage is going to try to control the board with Mana Wyrm, , and Flamewaker. Use removal aggressively to deny them the board, and drop threats to draw Fireball. Living Roots and Wrath are both key early on to clear Sorceror's Apprentice and Cult Sorceror; don't make tokens or try for Wrath's cantrip plus Hero Power. Swipe and Feral Rage should be traded immediately. The longer this game drags out and the higher your Health is, the better your odds are.
If there are no early aggressive plays, it's probably Freeze Mage. Ramp and start dropping threats to lure the Frost Nova and Blizzard. Meanwhile, build up a one-turn kill combo. Use your Hero Power to gain Armor and make sure Feral Rage goes straight into Armor as well, as their endgame plan is usually to burn you out with Archmage Antonidas and/or Alexstrasza.
Paladin - 100%
Mulligan: Ramp, Living Roots. Fandral Staghelm is also useful.
Try to spread your bets around, since Keeper of Uldaman, Aldor Peacekeeper, and Equality make short work of your Arcane Giant and other fatties. Of course,Consecration,Equality, and Wild Pyromancer are also problems, so don't flood the board either.
If you run into one of those Murloc OTK decks, just count the number of Bluegill Warrior and Murloc Warleader that you have killed. Save up for your own OTK; you usually get to it faster due to superior draw. Other things you can do to improve the matchup include hanging onto Swipe and building up Armor with your Hero Power and Feral Rage.
Priest - 60%
Rogue - 80%
Shaman - 70%
Mulligan: Early removal, especially Feral Rage and Swipe. Bloodmage Thalnos is also useful.
Shaman tends to be tempo-focused, and its above-curve cards can be hugely problematic. Removal should be used with discipline to maximize results. Wrath should be used for Flametongue Totem and Tunnel Trogg. Living Roots should not be used for tokens, but held for use with Azure Drake or Bloodmage Thalnos to touch the other Wrath targets. Save your Swipe for as long as possible; combo with Jungle Moonkin to clear Feral Spirit or Thing from Below.
Warlock - 50%
Mulligan: Early removal and ramp.
Warlock is hardly the strongest hero in the meta right now, but this deck often has trouble handling its card advantage. Oftentimes, it's a race to see if you can dig out your combo before he overwhelms you.
Warrior - 60%
So I ended this season with a 66.3% win rate. I didn't attain Legendary due to the time commitment, but I am sure that this variant is capable of it. Go try it out!
Current decklist is stable at 67.21% win rate. Only change was to drop Harrison Jones for Bloodmage Thalnos; I've been having to cream a lot of Mages recently.
What happened to Portal druid?
This was originally the Moonkin Druid, but I decided to take it out to focus on Medivh and Moonglade Portal. However, it seemed to have some trouble closing games, so I changed it back.
Here is the last build I used though:
http://www.hearthpwn.com/decks/653111-portal-druid
I was toying around with Sylvanas instead of Thaurissan. Was also considering maybe playing Doomsayer.
Down to 63% win rate. I hate the single digits. So much Control. I have made some changes to address the deficiencies in the lategame.
Currently sitting pretty at 70% win rate. This deck is actually really strong against the aggro floating around, but doesn't do too well against extreme late game decks such as Priest and Warrior.
Current list is being tested due to impending Yogg nerf. It's less bursty, but much more durable. =\
Updated the list. Arcane Giant gives this deck a much more robust late game. Feral Rage replaces Mulch due to the threat of tempo in the current metagame.
Great list. I tweaked it a little based on my collection and what I feel works best from experience:
-1 Bloodmage Thalnos (I feel he's too situational)
-1 Yogg-Saron, Hope's End (don't have yet)
-1 Malygos (again, too situational and too dependent on spell retention)
-1 Jungle Moonkin (I felt as though Moonkin has not made enough of a positive impact on my games, but still warrants a one-of)
-1 Starfall (can easily be Discovered from Raven Idol and again, hasn't made enough positive impact to include)
-2 Mulch (in my own experience, Naturalize has worked much better)
+2 Naturalize (straight-forward swap with Mulch)
+1 Mire Keeper (premium card, I feel 2 benefit the deck drastically)
+1 Elise Starseeker (win-condition swap for Malygos)
+1 Gadgetzan Auctioneer (I feel cycle is very important for Elise and in general)
While some may argue my changes may suffer in aggro matchups, I haven't struggled much yet with this list against any of the common aggro lists, and I haven't seen as much aggro on ladder recently, so these changes seem warranted. As much as I love belting that whole spiel about being the essence of magic, I feel Malygos has just been too slow and unable to be used as a win condition. This isn't Miracle Rogue, after all. Druid doesn't have as much efficient removal to waste.
Yeah, this list is mostly for having fun.
If you're climbing ladder, Fandral Ramp with double Mulch is your best bet. But if you're trying to ing consistency out of this deck, run Elise, Reno, and Yogg with more singletons; when you draw through the deck Reno is a fat heal combined with Golden Monkey. Don't run Naturalize over Mulch. Mulch has a much higher chance of giving them a dead card.
I've been playing around with miracle druid for a while now and noticed a couple things about your list:
-Malygos is great when you can hold your damage spells, but unless you're facing a heavy control deck, you're going to have to use your spells to cycle with auctioneer and/or clear with moonkin
-I find Elise a much better win condition than malygos. You can dedicate all your spells to clearing your opponent's board, and with the amount of cycling you do, finding monkey isn't all that hard.
-You can add violet teacher drastically improve your aggro/midrange matchup
-What do you think of naturalize over Mulch? I have bad experiences giving my opponent's Tyrions, Rags, and Antonidas's with Mulch, and the mana difference is pretty noticeable if you're looking to cycle with auctioneer/make big plays with innervate.
This is very late, but if you want to play this competitively, it's going to be as an Elise+Yogg control deck.
Mulch is better than Naturalize because it fills a good spot in the curve to handle key threats, and it has a smaller chance of producing a useful card for your opponent.