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C'Thun Druid that works awesome (rank 18-10 in ...

  • Last updated Jun 1, 2016 (Old Gods)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: C'Thun Druid
  • Crafting Cost: 5780
  • Dust Needed: Loading Collection
  • Created: 6/1/2016 (Old Gods)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    3

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I've just made that deck by myself today, it does work really great for current meta which is fullfilled of scruby zoo locks and thralls.

I highly recommend this deck to try, for peoples who doesn't have any adventures (This deck doesn't use any single adventure cards, and i think it's really hard to make good competetive deck withouth those cards, altough this one works super good for me, rank 19 to 10 in 1,5h hour, ~80% winrate)

My idea was to make a deck, that can controll early game, and is not weak in mid and late game, mostly to encounter shamans and zoo locks. After game i've played with it, im very surprised how it works in other matchups, i didnt loose single game to rouges, beating up tempo and controll warriors most of the time, tempo mages are stomped as well.

Strong sides of this one:

It has a lot of early controll with cards as wraths, living roots, casual doomsayer, beconners and of course tempo innerivates. I've played just arround 30 matches with it, and it works really well versus shamans, and zoo's, just beacuse u are able to controll board so well. Statistically you gonna have 2 drop or innerivate at EVERY STARTING HAND, which is awesome.

Mulch - This card is pretty crucial and i highly value it, just because it is removing big tempo minions as Sea giant or 7-7 shaman drop.

Very strong 3-4-5 drops, which makes your mid game really good, a lot of big ass taunts that ain't ez to skip, just because of reduced ammount of removals in current hs.

It's curving out very well most of the times, c'thun is ending up with 20/20+ at use most of the games, a lot of time you will not need it at all, but if u hit u just win quicker.

 

Weaknesses:

Well, since you are using wraths mostly to clear board, which means you hit for 3 dmg instead of 1 + draw card (if you gonna draw it in mid/late game, then u can draw, but its rare) and 1 azure drake, this deck has very limmited cards draw (harrison is big buff at this, but it doesnt happen in more than 30% of matches). So basically sometimes you are just trading unit by unit with your opponent, then you end up with 1 card on hand, and because there are 9 low cost drops, You can end up with top decking twice innerviate, or some living roots which is pain in the ass, and u are done most likely. It happens to me in like 4-5 games of 30 total. So yes, its a weakness but since u are constantly dropping units on board, its not that huge issue. N'zoth heal paladins gonna beat u like 80% of the times, thats the only weak matchup for this deck, as i know so far.