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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Since I don't see guides or decks like this, I meant to say new and original decks for all classes, with your well-writed guides :)
P.S: Sorry for the late reply :)
Where do you get the high quality images?
http://hearthstone.gamepedia.com/Full_art
cool, thanks
Oh definitely, you can certainly include C'Thun. When the deck was created the meta was very aggressive and C'Thun wasn't much help. Cenarius was better being a turn earlier and providing double taunt. You can easily drop Cenarius for C'Thun. You can also drop Mind Control Tech for Acidic Swamp Ooze.
Same thing here, you deserve a thumb up!
Even if the deck doesn't interest me, congratulations for the time spend making it good looking!
I don't have Fandral or Cenarius, so rip trying this deck xD
I don't know about this deck, but damn that's a nice presentation.
whats the winrate?
also replacement for raven idol?
I don't have an accurate winrate because I didn't track all the games played with the deck.
Can't think of anything able to replace Raven Idol, that would be entirely up to you.
The reason C'Thun isn't in the deck is because I didn't need it. The point was to have early drops and the C'Thun cards included work nicely stat wise. You might wonder why not just use Flame Juggler over Beckoner of Evil if early drops are the only reason. That is very valid reasoning, however because I also have Twin Emperor Vek'lor in the deck it makes Beckoner of Evil the better choice.
I find that if your C'Thun isn't massive enough to really drastically impact the board when it's played then there is no point in running him. To get him to that large size you need a full C'Thun targeted build, but the environment has been unforgiving to such builds. Basically unless you are exclusively a Druid player you would just play another class in the current meta.
But, you can definitely include C'Thun if you so choose. I use C'Thun in another Druid build which I setup as an OTK.
This goes to show how little you know about the game. You don't need C'Thun in your deck for the buff to count. Please do your due diligence and investigate before posting comments like this.
example
It does say specifically 'wherever' C'Thun is. This was confirmed from the very beginning. If you play Priest and play C'Thun cards and then steal a C'Thun, you get all the buffs from the cards you played because it got buffed 'wherever' it was.
I like the idea of this deck. So far I can't keep up on tempo with this deck. You have put a lot of thought into it, which I admire (Druid is my favorite class).
This deck is in that position of: Why play it when you can play something else? But if you are going for Golden Druid then that makes sense.
The reason I play this over other Druids that exist currently is because I never got the feeling of wanting to play Druid. The Druid builds feel too hit and miss and became more a question of why bother even play Druid at all if the intention is to climb the ladder. But because I have to play Druid I at least wanted something more dynamic since the class is already in a bad spot.
I do not have Fandral Staghelm what can I use instead?
Sorry, there simply is no replacement. But you can always just include C'Thun.