New Era Druid
- Last updated Jul 4, 2016 (Old Gods)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: C'Thun Druid
- Crafting Cost: 8000
- Dust Needed: Loading Collection
- Created: 6/17/2016 (Old Gods)
- lHlakai
- Deck Architect
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- 14
- 40
- 64
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Battle Tag:
Hakai
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Region:
US
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Total Deck Rating
2373
New Channel @ twitch.tv/lHlakai
A major problem I have found with druid long before the current meta is the inability to effectively clear a board. Going up against classes like Warrior with Brawl and extremely cheap target removals, Shamans with Lightning Storm and Paladins with Wild Pyromancer Equality and Consecration emphasize just how hopeless Druid is when faced with great opposition.
I felt Druid needed early game to survive in the current meta, and curving out is vital. Gone are the dead turns due to top decking Innervate or having nothing to contest early aggression from the opponent because you spent a turn ramping. Being able to put out a big minion a bit early means nothing when your opponent has simple answers with Flametongue Totem buffs, Hex, Power Overwhelming trades and just raw pressure.
Season 27 is the season I am going for my Golden Druid (500 Ranked wins) and I needed a Druid deck that can win comfortably in the environment, but most importantly is fresh and FUN. There is still so much more to explore and whether it be good or bad for the class I want to welcome you to a new era of Druid.
T H E L E G E N D S
Bloodmage Thalnos is a very important card in the deck and was added at a time when I ran into a bit too many Grim Patron Warriors. It was disturbing just how impossible it felt to rid the board of those 3 health replicating tyrants. Relying on Azure Drake to be alive so Starfall could clear the board was quite a challenge and waiting for turn 10 was far too late. Thalnos allowed a Starfall combo clear on turn 7 which changed the matchup drastically.
Outside of the Patron matchup Thalnos maintains high value due to the many damage spells contained in the deck. Being able to provide that spell damage buff for just 2 mana instead of the 5 mana required by Azure Drake allows a great level of flexibility and improves the deck's overall performance.
Brann Bronzebeard has quite a few targets in the deck. The C'Thun buff cards are excluded because there is little to no benefit in massively increasing the Attack/Health value of C'Thun since the card itself is not included in the deck. Brann is great with Azure Drake for the drawing of two cards, and also with Mind Control Tech for controlling two of the opponent's minions when they have five or more on the board. While Brann allows a double mana gain with Darnassus Aspirant, it's not a focus and not likely to happen due to our aim of playing on curve.
When all is said and done, Brann Bronzebeard is a minion and can be played by himself without an immediate combo. Each matchup will determine the best use of Brann, but it should be noted that Brann's ideal goal is to combo with Twin Emperor Vek'lor for a triple taunt wall.
Fandral Staghelm while able to provide immense value should not be overvalued. Unless you have a clear plan in your matchup and need Fandral to perform a particular task, you should not overvalue or save this minion. I personally prefer to have at least one card in hand that interacts with him before I put him out on the board over other minion options. For example, if I have Nourish in hand I will play Fandral on turn 4, unless I am faced against an opponent that can easily remove him on turn 4 like Mage with Fireball. Don't force the use of Fandral, let his abilities play out naturally and as you need them.
What I like most about Fandral Staghelm is that he is able to take care of high value targets like Darkshire Councilman with many Icky Tentacles, Savannah Highmane along with its deathrattle Hyena spawns, or Thing from Below with totems (Searing Totem, Healing Totem, Wrath of Air Totem, Stoneclaw Totem)when paired with Starfall. The icing on the cake is when Cenarius can make an entrance with Fandral on the board for a very strong bolster.
N O T A B L E S
Starfall is a very powerful card in our deck and is at its best when paired with Spell Damage (Bloodmage Thalnos, Azure Drake) and Fandral Staghelm.
Fandral Staghelm allows Starfall to clear boards quite effectively. Savannah Highmane dies from the first phase of Starfall which deals 5 damage killing the Highmane which spawns the Hyenas and the second phase of Starfall activates dealing 2 damage to all minions. This two phase effect of Starfall only made possible by Fandral also makes it perfect against Zoo when dealing with Darkshire Councilman and all the other low health minions that fill zoo decks such as Dire Wolf Alpha, Icky Tentacle tokens, Knife Juggler, Flame Imp, Dark Peddler etc. Another class it deals with perfectly is Shaman and the many totems after removing a popular target being Thing from Below. Another lovely target is Thunder Bluff Valiant for a full board clear of totems.
Bloodmage Thalnos is another immensely important card to be paired with Starfall. Coming in at 2 mana allows the combo with Starfall much earlier. At the creation of the deck the most important target was against Grim Patron Warrior which crippled Druid. Having no way to remove 3 health in one shot to multiple minions was detrimental. Thalnos allows us to combo into a clear by turn 7, turn 6 with The Coin. A great upside to the inclusion of Bloodmage Thalnos and giving Starfall a cheaper 3 damage AOE option is the Shaman matchup. Being able to remove Flametongue Totem, Mana Tide Totem and Feral Spirit changed that matchup greatly, making it much more favorable. Thalnos also allows a single target 6 damage removal on threats like Thunder Bluff Valiant and late game Bloodhoof Brave blocking your path.
M U L L I G A N
In all cases you are looking for Beckoner of Evil, Darnassus Aspirant, with a Living Roots. Wrath is also a good keep if already in hand. Twilight Elder is a great if you have The Coin. Raven Idol is not a card you keep in hand unless it's a matchup versus Warrior or very slow decks. Living Roots while a great mulligan against most classes, you do not want to keep this card when facing a warrior.
Zoo
- Prioritize Swipe and Bloodmage Thalnos if in starting draft.
- Mind Control Tech is a good keep if in starting draft
Warrior
- Keep Bloodmage Thalnos if in starting draft
- Keep a Starfall if Grim Patron is common
Hunter
- Prioritize Living Roots which helps with early game but also counters Freezing Trap well.
ENJOY!
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i replaced mctech for tinkmaster for fun
Good card in the meta
I'm still not sure, but what is the purpose of this deck? what is win condition?
The deck is Attrition based.
sub for cenarious plz
i currently use cairne or sylvannas
you can always just use C'Thun.
Love all the work you have been doing, your site has quickly become a great source. Also I greatly appreciate the support, thank you!
If there is not a C'Thun in the deck how does your C'Thun buffs actually work? I understand that it states "where ever it is" yet it also states "your C'Thun". If you do not have C'Thun how can you buff "your C'Thun"? Or does is not require you to have one to buff it?
The way it works is that each card that adds Attack/Health to C'Thun carries out the effect when played whether you have C'Thun in your deck or not. Do you notice that when you play the cards they still do their effect animation, but you just don't see C'Thun pop up?
The game stores and tracks the buffs that would be added to C'Thun, so let's say for instance you get C'Thun from Raven Idol (which happened to me once), all the buffs apply to C'Thun. Another example is Priest if they Thoughtsteal C'Thun cards or the Shifting Shade provides a few from the opponent. They might seem useless to you because you don't have C'Thun but then Priest can always Entomb the opponent's C'Thun. When you Entomb the opponent's C'Thun it doesn't come with the buffs because it's not YOUR C'Thun. Instead it will attain the buffs from the C'Thun cards the priest played/stole.
TL;DR: You don't need C'Thun for it to work.
Kappa
I don't have these cards.
Substitute for Fandral Staghelm, Twin Emperor Vek'lor, and Mulch?
Sorry, but there are no cards that can replace those. If you play without Twin Emperor Vek'lor then you will be far removed from the purpose of the deck.
Nice deck. There is many spells, how about Yogg-Saron, Hope's End?
How effective is here Brann Bronzebeard may will be better replace for Sylvanas Windrunner?
You should feel free to experiment. Try it and let me know how it goes. Maybe we could play some matches together with your build on stream. www.twitch.tv/lHlakai
Every element of the deck was tailored for the environment I was surrounded by in the moment. You should make changes to suit the environment you find yourself in.
very poor deck
agreed
You don't need C'thun, the effect is "wherever he is" (including not in your deck)
0 - 3, will keep playing until I lose 10.
Edit: 3 - 3
Edit: 7 - 10
Played way too far behind. I don't recommend this deck at all around rank 15. Too many hunters and mages.