Beast & C'Thun hybrid
- Last updated May 8, 2016 (Old Gods)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: C'Thun Druid
- Crafting Cost: 3040
- Dust Needed: Loading Collection
- Created: 5/8/2016 (Old Gods)

- Marvol4Ever
- Registered User
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- 70
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Battle Tag:
Marvol4Ever#2615
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Region:
EU
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Total Deck Rating
8
As the pure C'Thun decks are a bit single-minded and Druid also received a few nice Beast buffs, I put the two together. Not sure how well this holds up at higher ranks but at lower ranks it has few problems.
There's 8 C'Thun buffs and 8 Beasts (targets for the excellent Mark of Y'Shaarj).
The Beasts:
Most Beasts have a lot of health so can survive a turn to be buffed; Druid of the Saber played in Stealth form is even more reliable and creates a t3 5/4 Stealth plus draws you a card. Almost as good is a t5 Druid of the Flame as 2/5 + MoY'S for a 5 mana 4/7 for 1 card net played.
C'Thun:
8 buffs should be sufficient to reliably get C'Thun above 10/10 which allows Klaxxi Amber-Weaver to become a 4/10 and the Twin Emperors to emerge. Dark Arakkoa alone gets C'Thun to 9/9 and is a great minion in its own right.
Taunts:
The higher mana part of the deck consists of 6 Big Taunts (7 if Twin Emperor Vek'lor works, which it normally should). That's usually enough to protect your face and build up a huge board. This in turn allows you to be really aggressive early game and use your hero power to clear the board. Speaking of...
Board control:
Is provided in the form of 2x Living Roots (also doubling as early game minions but scaling into the later game as nice ping damage), 2x Wrath (removal as 3-damage but cycle if you can ping), 2x Swipe (needs no explanation) and 1x Feral Rage (allowing you to clear a big target with your hero OR save your bacon against Aggro choosing the Armor). Finally don't forget that Savage Combatant can give you a turn 6 opportunity to clear away something with 3 health.
However most importantly, as above, because of the late midgame Taunts protecting your face you can be really aggressive in the early game with Shapeshift to clear the board.
Ramp:
I've only included Innervate as there is a good lower curve; this still allows you to boost into something unexpectedly big but it won't become a dead card like Wild Growth could be past turn 4. If you feel you need more ramp, put in Wild Growth or Mire Keeper.
I haven't optimised much, especially the 4-drop slot is extremely flexible; alternatives IMO are between Mire Keeper (ramp/late game value) <-> Savage Combatant (Beast; more aggressive) <-> Wildwalker (requires Beast targets) <-> C'Thun's Chosen (strong and C'Thun buff) <-> Klaxxi Amber-Weaver (if it works great stats) and even Fandral Staghelm (which I don't have but plenty of targets - 10 - even in this deck).
I'm also undecided about the Doomcaller which I suspect can be replaced by some other 7/8/9 drop like Ragnaros; however as C'Thun buff and a 7/9 minion it's a decent threat in its own right.
Enjoy!
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