Token Druid (See? Illidan Stormrage is good!)
- Last updated Aug 3, 2016 (Old Gods)
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Wild
- 13 Minions
- 17 Spells
- Deck Type: None
- Deck Archetype: Ramp Druid
- Crafting Cost: 5600
- Dust Needed: Loading Collection
- Created: 6/20/2016 (Old Gods)
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Total Deck Rating
8
After days of revision, it is finally complete. Here is the completed list that i run for my Illidan Token druid, below will be a guide explaining how the deck works as well as possible replacements
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The goal of this deck is to flood the board with your minions, keeping the board dominated while you either chip away at the opponent's health over time or finish him with a finisher (Savage Roar and Power of the Wild).
Most cards in this deck are replaceable, and i will talk about them and their potential replacements in a moment, but first, here are the cards which are essential to the function of this deck:
•Illidan Stormrage - The entire purpose of this deck's creation was to test if Illidan is viable in the current meta, and from what i have seen this deck do, it has more than proven that, Illidan is essential for this deck, acting as setup for some insane moments, and at worst acting as a 7/5 that the opponent spends a turn dealing with, although he usually leaves behind 2-4 flames before he dies since not many run Big Game Hunter.
•Violet Teacher - Her stat distribution is perfect for her purpose, she doesnt need attack, she needs to survive, and she is great at that, and when she doesn't survive, it is usually because the opponent either spent two or even three cards removing it, or because he sadrificed a few minions to remove her, and due to her low cost, often she has already spawned a few of her students before the opponent has a chance to do anything about her
•Power of the Wild - In This deck, giving all of your minions +1/+1 will almost always mean the difference between 11 damage and 16-18 damage, Power of the wild is an excellent card with excellent value for it's low cost
•Savage Roar - Similar to Power of the Wild, the value of this card in this deck is insane, the ammount of damage this card allows for is incredible (+2 damage per character, including hero), this card is irreplaceable
Below will be the replacements which can be made:
•Sylvanas Windrunner for Hogger or Hogger, Doom of Elwynn - Honsetly, if you have either of the Hoggers, ge rid of Sylvanas for it, i personally would take Hogger if you have boh. The fact of the matter is that Sylvanas does not fit super well into the theme of the deck, but hogger certainly does, summoning 2/2 taunts for free once per turn is amazing in this deck, and I recommend making the switch as soon as you can
•Azure Drake - While i am not sure what it would replace, i do think that Azure Drake does have a place in this deck, turning the combo of Fandral Staghelm and Wrath into 6 damage and card draw for the price of 6 mana (if you already have Azure Drake out), and he has some other uses which are pretty insane (Swipe, Starfire, and Living Roots to name a few), so i do believe that he certainly could be fit into this deck
•Starfire for Starfall - while i personally think that the ability to go face and the card draw of Starfire makes it better than Starfall in this deck, i do realize that it is possible to swap Starfire for Starfall, so i thought it would be worth mentioning.
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Matchups:
Vs. Mage - Against mages, this deck will almost always win, mostly because Arcane Explosion is not as crippling as it seems against this deck, making the only form of mass removal Flamestrike, and usually by turn seven the game has been won against a mage because they can't really do much to stop the onslaught
Vs. Warrior - This deck does really well against aggro warriors, but control warriors will win nine times out of ten due to cards like brawl, as well as the fact that they almost always have removal on hand to take out your everything (its like magic)
Vs. Hunter - Unless you draw complete trash and they draw perfect, this deck crushes hunters of all shapes and sizes. Face hunter? No problem, this deck crushes it like a soda can. Beast hunter? No problem, this deck crushes it like a soda can. The deck just does really well against hunter. (The Swipe and (potentially) Starfall don't hurt)
Vs. Warlock - Against Warlock, this deck does well sometimes and poorly others, depends widely on how much removal they draw, what removal they draw, and if RNGesus smiles upon them, more often than not this deck wins, but it rarely wins by a landslide like it does against hunters
Vs. Paladin - Typically, Paladins are simply too slow to keep up with this deck, especially if you can draw savage roar, due to this, paladins will be unable to touch you a good 80% of the time, and even when they do, they don't do too much
Vs. Shaman - This deck will almost always win against a shaman UNLESS you draw absolute trash and they draw gold, shaman is just unable to keep up with the damage you will output
Vs. Druid - Against other druids, there are a few possibilities, this deck will often beat out ramp druid due to being able to outpace it (yes, it outpaces ramp druid quite often), C'thun Druid has no chance at all, this deck will almost always bring the opponent to 0 before Dark Arakkoa comes into play and even when it doesn't, it will just run over them and continue to face
Vs Priest - Against priest, there are mixed results. It mostely depends on if they draw Auchenai Soulpriest and Circle of Healing. If they do get the two, it is game over for you, if they don't you win nine times out of ten
Vs. Rogue - I have not had sufficient testing against rogues to really get a proper feel for it, but from what little i have seen, this deck does do well against them.
Like the deck. Been tinkering around with a few variations of this - no Wisps of the Old Gods though?
Oh and I believe Azure Drake only increases Wrath to 5 damage as it totals up the card damage with Fandral Staghelm and then adds 1.
My reasoning for not including Wisps of the Old Gods is twofold, firstly i couldn't think of a card to remove to include it, and secondly i didn't want to drop 800 dust on 2x copies of a card that in all honesty is only worth playing in conjunction Fandral Staghelm, because without him the card is basically 7 mana for 2 Power of the Wild or seven 1/1's, neither of which seem worth the high cost to me, especially since it means you can't combo it with Violet Teacher or Illidan Stormrage
Azure Drake's effect is a passive one, and increases the damage of both options, Fandral Staghelm's effect is also passive, although i haven't payed TOO much attention, i do seem to recall having killed quite a few 6health minions with the combo, but again i could be mistaken
Not having Fandral is a bit rough, but if you do not have fandral i suggest plugging in a second Starfire, but you should tinker with other options
I tooled around with this a bit today, and am wondering your thoughts on adding at least one Nourish?
I myself have thiught of bourish, and if i had it i would be working to find a spot for it in the deck, please let me know if it works out for you :)
I'll try one or two Nourishes in place of the Wild Growth.... ramp doesn't seem to be the focus of the deck, so I think that might be the proper substitution - I'll let you know how it goes. (I also put Gormak in in place of Sylvannas....)
I replaced starfire and stlvanas with starfall and put in nourish in place of something (can't quite remember what), seems to be working well so far