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*WILD* Hybrid Druid

  • Last updated Jul 22, 2016 (Old Gods)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Ramp Druid
  • Crafting Cost: 8440
  • Dust Needed: Loading Collection
  • Created: 7/22/2016 (Old Gods)
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  • Battle Tag:

    Seksi#1158

  • Region:

    US

  • Total Deck Rating

    578

View 117 other Decks by seksireturns
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INTRO:

Once Standard came to be, I didn't think I would ever play Wild again.  If it wasn't the competitive format, why bother?  I made it to Legend with my C'Thun Druid in Standard (http://www.hearthpwn.com/decks/478188-updated-cthun-ramp-anti-meta#c105) and kind of lost interest.  

After a couple of months, I decided to see what kind of crazy decks I could come up with in Wild. As you can use any card, the possibilities are endless.  

I've played this Druid deck from 25 to 5, making adjustments along the way.  I have ended on this list: It's really strong, fun to play and I have been on a winning streak from Rank 11 -> 5.  

FULL GUIDE COMING SOON! This is a Tempo Druid w/ N'Zoth.  Sticky minions, burst damage, and a set up of late game threats that each have immediate impact on the field.  You can fight for the board early, control the mid game and have lasting late game strength against control decks.  

2x Savage Roar:  While Blizzard nerfed the old Druid combo, Savage Roar was always the stronger card.  It gets so much value in this deck whether trading lesser minions into bigger ones or providing an unexpected burst of damage.  Don't hesitate to use this early on to clear the board.  

WHY Arch-Thief Rafaam? I love this card in this deck, he is a big body that provides an excellent follow up turn for whichever situation you find yourself in.  He also has synergy with Savage Roar after flooding the board and even more so with the sticky deathrattle minions.  If you have a Piloted Shredder and Mounted Raptor on the board when you drop Arch Thief, it is very likely at least one minion will survive to give +10/+10 the following turn.  

QUICK MULLIGAN: Hard mulligan for Innervate and Wild Growth.  You can keep Living Roots if you are going first or against Hunter.  Never keep Raven Idol.  You can keep Mounted Raptor if you are going first and have an Innervate or if you are going second and have a Wild Growth. Some times you should keep a Piloted Shredder if you have an innervate as well (or always against Priest).  I almost never keep Wrath.  Only coin out a Wild Growth if you have a Mounted Raptor to follow up with.  Carefully use your innervates; rarely should you double innervate a big creature, it is almost always better to use two separate innervates on different turns (with the exception being a Turn 3 Dr. Boom).    

Loatheb can be swapped with Harrison Jones if you prefer.  I like Loatheb because he fits the theme of the deck, he is always useful where as HJ only against specific classes. Loatheb can be used to set up lethal by playing him on a board with sticky minions, setting up a Savage Roar the following turn.    

I hope you enjoy the deck!