[Fun/Strong] Marvel Druid + Full Guide!
- Last updated May 27, 2016 (Old Gods)
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Wild
- 11 Minions
- 19 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Ramp Druid
- Crafting Cost: 1020
- Dust Needed: Loading Collection
- Created: 5/23/2016 (Old Gods)
- user-16356464
- Registered User
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- 4
- 7
- 19
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Battle Tag:
uppermost#2573
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Region:
EU
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Total Deck Rating
351
FULL GUIDE IS UP AND AVAILABLE
Let me know what you think!
Brief Intro
Hello guys, VadoskiN here, an almost exclusive Druid player who likes to tinker with all kinds of deck archetypes (fun or meta-crushing). Since so many people are experiencing with the new C'Thun decks and all around great WoG cards, I brought back my good memories of Miracle Druid to re-create this.
It is a very fun, solid and kinda cheap deck with decent early control against aggro decks. It can also break hell loose against heavy control decks with very little planning.
I've had huge success with it, getting a 16 win-streak over almost every widely played deck in the meta. Why? Its simple. People don't expect this and once they realize what they play against its sometimes too late.
The Guide
- General Mulligan
- How to play and game strategy
- Replacements
- Tips & tricks.
- The fun aspect (in construction).
1. General Mulligan
I'll divide this section in two as it pretty much depends on your opponent's strategy.
Aggro:
Against aggro you want to keep (in order of priority):
- Living Roots - don't be afraid to Turn 1 - Summon saplings as you can combo them immediately with another Living Roots + Power of the Wild resulting in your aggro opponent pretty much conceding.
- Wrath
- Claw - another viable removal and a card that provides 4 HP total heal to the deck.
- Mounted Raptor - Solid Shredder-like minion often resulting in a 1 for 2 trade
- Wild Growth - its never a bad time to ramp up
- Swipe
Try to curve well against aggro because you'll be reacting to their board the first few turns! Keep Feral Rage against Warlock's Imp Gang Boss.
Midrange/Control:
Against midrange/control you want to keep (in order of priority):
- Wild Growth
- Mounted Raptor
- Coldlight Oracle - this deck thrives on card draw and that's exactly what we're gonna feed it. I often punish fatty-hand Control decks and even burn their cards. Remember! In this match-up you'll be the most benefited from the card-draw because you'll put them on a clock; most cases if they can't answer to one of your turns you pretty much have an easy match ahead.
- Gadgetzan Auctioneer - the powerhouse of your deck; if you don't have him by turn 6-7 you'll be sad.
- Violet Teacher - only if you can curve it in with an Innervate or a turn 2 Wild Growth
- Emperor Thaurissan - its disgusting how this guy can provide you with a 5 mana pre-nerf Gadgetzan Auctioneer and lots of 0-1 cost spells.
2. How to play and game strategy
This deck has 2 important rules:
- Don't be greedy at all against aggro.
- Your level of greediness is the key against control.
- That being said, you got so many answers against aggro that your early game should be safe enough until you drop a Violet Teacher to secure the board with her annoying tokens. She's won me countless matches by herself since she's forcing board clears & AoE. If you get to this point you are driving the match and can expect to win any turn with a Savage Roar topdeck.
- Against control, you need to plan more carefully. In most cases a turn 6 Emperor Thaurissan that hits > 3 spells makes your life much easier. You need him because you cannot always afford a board against control and its boardclears so you need to make the job quick and efficient. That said, a 5 mana Gadgetzan Auctioneer on turn 7 (after Emperor) + 2x Innervate and additional spells is very strong since you'll draw most of your deck and combo pieces. Never be afraid you won't draw into something - its all there! :)
- Bait removal. If your opponent made efforts to board clear and you feel he's out of it, flood the board with a Violet Teacher and all the spells you can afford.
- If you expect lethal from your opponent, "armor up" with your Feral Rage and 2x Claws. They provide you 12 heal which is more than enough for such a fast deck. Most important, the "heal" is provided through spells so you're still going forward with your strategy. For example, an Earthen Ring Farseer would be too slow and pretty much useless for this deck.
3. Replacements
This deck is not intended to be a budget deck! But weirdly, it is. You pretty much don't need anything else than your basic combo pieces but if you want more juice or contribution to the fun aspect you can try the following:
- Raven Idol instead of Addled Grizzly - I like Grizzly since he contributes so much to buffing the board + he's a beast and combos with Mark of Y'Shaarj. The Raven can be insane and provide you flexibility but at the same time it can get you stuck in a combo. Experiment with it and let me know!
- Fandral Staghelm - This new guy has a great stat-line and ability. You can tinker it instead of the same Addled Grizzly or w/e. His true powers show up against control since you need to squeeze every bit of value out of all your cards. I personally think that this deck is too fast for it and its simply gonna be a 4 mana 3/5.
- Yogg-Saron, Hope's End - here's where this guy meets value land. With the whopping 20 spells in this deck, this god can push to that unexpected Turn 10 turn of events where you might've lost control of the match. Its definitely a great addition for the fun aspect and I believe he will greatly contribute with efficiency too.
- Bloodmage Thalnos - Good ol' Thalnos can replace Addled Grizzly if you feel you need that extra reach for your spells. I cut him out because contrary to Miracle Rogue, this deck relies on board control to win. Druid is not widely known for fighting from behind.
- I'll update this as replacements come to my mind. Help me out guys!
4. Tips & Tricks
Pressure Aspect
Always look out for your opponent's hand and try to mill it when possible with Coldlight Oracle. Its both benefiting you because they lose the initial cards and because you force them to play the stuff that would normally come later. I've seen Warriors, Priests and Paladins use their removal tools counter-effectively just because they're on so much pressure and they need to get rid of cards.
Greed
Your Violet Teacher spiraled out of control. Expecting a big board clear from your opponent? A Warrior Brawl? A Doomsayer? An Equality? A Priest shenanigan? Then postpone your Auctioneer magic one turn. You get more combo pieces. Opponent needs to clear your board anyways because you're still winning. Why make it easy for him and catch your Auctioneer along with the other board? 50% of my matches were decided by having a huge board and Savage Roaring my opponent. Gadgetzan Auctioneer never hit the board those games.
Use your Power of the Wild last in the combo. You never know how you generate one more token for it to be hit with a +1/+1.
I really wanted this deck to work, but I just lose to everything, even when i get an amazing opening hand.
The thing is, control decks can remove all of your important cards like Violet Teacher Gadgetzan Auctioneer since you can't protect them like Rogue's can with Conceal . Midrange decks simply outpace you by establishing a boardstate before you can do anything. Aggro is the only place where this deck can win.
When I get this deck to work, I just draw cards and can't really accomplish anything. I would try Malygos and Wisps of the Old Gods and see if that works. I really hope you can make this deck something just a little competetive.
This deck does look incredibly intresting, as someone that's mained Druid since Beta. I'll probably give it a shot later on tonight, but my main question is that, if you're trying to exert pressure on your opponent's hand with Coldlight, is there a reason why you're not using Naturalize? I'm not saying I know exactly what I'd cut to make room for it until I play it, but it seems like it's right within the game plan of the deck.
Innovative, great, thanks for sharing!
I went 3-2 with this deck. Lost against Lock and divine pally. All-in-all the deck is really fun to play and when you start to get your Violet Teacher and Addled Grizzly in tandem it's pretty awesome.
Lots of fun to play, and pretty awesome to play a differently flavored deck.
Thanks VadoskiN
No win condition! You can draw your whole deck and then what?
Your keep drawing cards and you lose.
I make a miracle druid,if you want to look it,my deck run 2 savage roars+summoning stone+violet teacher+power of the wild,so easy to win with this deck.
So I tried the deck failed for me asked people in the pro scene to look at the deck and try it...same results....Consensus among us...."Dumpster fire". Zoo, shaman, all 7 variants of warrior, even paladin were able to just crush it very consistently. It had some wins but the consistency as well as the inability to deal with large threats makes it not an overly strong meta deck.
As a fun deck sure maybe but since casual is populated by shaman and zoo players the same issue will arise very often. And because I have criticized the deck the petty shall now downvote.
Good fun deck. Thank you for sharing
Nice dec. Any good replacements for Raptor? I have replaced him with Ctun guy 3/4. Is it okay?
that sounds bad, he doesn't do anything.
Y bad?? Its okayish for stats, no?
I did similar but used naturalise instead :)
are you the same guy? ^^
nice :3
FUN DECK = TERRIBLE DECK .
It's a strong deck with a lot of good combos but I need a lot of training to be able to masteries it and play it correctly. Too many missplays and greed possible :/
+1 anyway !
I really wanted this deck to work, but went 1-9 (10% winrate) from rank 4 to rank 6. Can't find a single good matchup for this deck. There are too few beasts for Mark of Y'Shaarj to be worth the deck slot, Mark of the Wild is probably better (but still wouldn't be great). Addled Grizzly and Jeweled Scarab are also not useful.
This is dumpster druid at its worst. :/
I see some suprise potential but... which rank are you with it?
I have tried some token druid myself, slightly less spell-focused aand a bit more beast-like than yours. It works to some extent, but it's not easy to survive board clears and make solid board at the same time.
my main concern is, how can you preserve your token board when you are feeding cards and clears with oracle? Forgive me, but I can hardly believe you can actually mill some cards with just 2 oracles. :P
Lmao, this deck rules.