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
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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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Absolutely stunning guide, unfortunately missing too many of the core cards, but still kudos for the guide and the deck. Hope to see more innovative creations from you ;)
hey man just wanna say love this deck, i really think it takes people by surprise when a druid deck just comes out with good answers either through spells or efficient trade (while still leaving a body on the board, most times). thanks for making druid fun for me.
Thank you so much, and I am very happy to have brought joy to your Druid play.
Hi, I really like this deck and I've been playing around with it a bit. Do you think adding Ragnaros would be a good move? If so, what do you think you'd replace?
Depends on what you want to replace for Ragnaros the Firelord. Personally I have kept away from Ragnaros the Firelord entirely because there are too many tokens being played in the game. I got tired of watching him hit 1/1s all day and not being of much help.
If you must include Ragnaros the Firelord then I can only think of Cenarius being replaced.
and i wouldn't replace cenarius, the guy just wins games.
no c'thun :D ?
You can add it if you like
As all of your decks, this is again an amazing one. Appreciate that you do a lot for the community!
+
Thanks a lot Chris, great having your support.
This deck is just too much! Got me to rank 5 in 2 days!
Is Darnassus Aspirant really that important?, if it isn't what would be a good choice to replace it. I have it, i'm not that convinced since there is already another 2/3 x2 in the deck
Darnassus Aspirant is for allowing druid to be druid and ramp without completely sitting out a turn with no board presence at all. This deck doesn't include hard ramp and Darnassus helps get a jump on the board if the opponent can't deal with it.
You don't have to use Darnassus, but I personally wouldn't play without it in the deck because when faced with so many aggressive decks it helps gain access to the few removals Druid have a turn earlier like Swipe and Starfall. It also just in general makes for a better curve based on the deck composition. The 5 mana slot is stacked and getting to it quickly is in your best interest.
replacement for cenarius thalnos and raven idol?
There are none. You can use C'Thun for Cenarius if you want though.
If you are not playing Vek'lor you are far removed from what the deck is. At that point you can play anything you want but it won't be this deck.
you're an idiot.
You can run ancient of war. Since there are so little Priest in the meta, odds of getting SW:D are at a low. Plus, Ancient of War combos with Fandral.
Beautiful guide-writing! +1 for it :)
P.S: Would love if you do more decks like this one. :)
What exactly do you mean by 'like this one'? What aspect is it that interests you?