[LEGENDARY] Rushino's Demolisher Druid
- Last updated Apr 8, 2015 (Blackrock Launch)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 6220
- Dust Needed: Loading Collection
- Created: 5/31/2014 (Live Patch 5506)
- Rushino
- Registered User
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- 10
- 10
- 47
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Battle Tag:
Rushino #1601
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Region:
US
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Total Deck Rating
799
I have recently been having a lot of success when I meta-teched vs my own meta.
NAXX CHANGES ARE HERE:
Here are my current Naxx Changes, deck becomes way more effective vs Zoo, and rush decks, while maintaining finishing power with strong board presence. Little less draw as I removed the Loot Hoarders, let me know what you guys think
http://www.hearthpwn.com/decks/80503-legendary-rushino-demolisher-druid-v2-0
My Current Quests-
If I get enough thumbs up or feedback, I'll post every deck matchup.!
If I get more positive feedback, I'll create an advanced mulligan guide for every matchup!
If I get more thumbs up and positive feedback I will offer live streaming to the community of this deck!
If I get more thumbs up and feedback I will create a substitution list for every card and a list of how to tech vs your own meta!
If I get more thumbs up and feedback, I'll offer youtube videos of every matchup!
STREAM IS NOW * OFFLINE * 6-27-2014 27-11 Record
http://www.twitch.tv/mark_melnick/
Online and have a question? Add me: Rushino#1601 NA Server
Hello everyone here is my full guide that I used to reach Legendary with a 78% win rate(43W-12L)
The MVP of this deck is indeed Demolisher, and I guess I'd like to get this card more exposure in the ranked metas.
Pros:
•Stands a chance to everything out there!
• 11 cards that can potentially be used to draw, makes cycling through the deck a breeze.
• Is a lot of fun to play!
Cons:
•None really...you must try it :)
This deck performs great vs Warlocks, both Zoo and Handlock, and stands up a great chance against everything. Click Spoilers to see certain card strategies/synergies.
Legendary Proof: http://imgur.com/v7N8jV5
Legendary Proof: http://imgur.com/z4pabIH
Every Card- Explanations
Best used to put pressure early on. Great combo's into a turn 1 Demolisher or Harvest Golem. If you go 2nd, is great for turn 1 Sen'jin Shieldmasta or even a Keeper of the Grove early vs some matchups like Shaman, can be a great first turn play.
Must be played intelligently. Unless you're facing rush there is no need to ever to use The Coin on Turn 1 so you could Wild Growth right afterwards. If you have a Harvest Golem or a Demolisher you can justify using The Coin Turn 1 so you may have 3 mana for your 2nd turn.
I can not emphasize this enough as every game is situational. However if you have the ability to use it for 1 Damage + Draw, and follow it up with your hero ability, it is almost always worth it for you and gives you an edge. Unless you lost board control vs a Zoo type deck, you should almost always figure out ways to use the card draw advantage.
Perfect to be used with Wrath or Swipe. Only play early(without the intent to use a spell) if you end up with all higher cost cards on unlucky draws and need to potentially draw other lower cost cards.
Perfect card to get your deck draw rolling. Favorite targets include Flame Imp, Shattered Sun Cleric, Shaman Totems, and sometimes if you're lucky, a Knife Juggler
I've never seen this card in play on Ranked ever before. I am the first person who I have found who uses this card. Why use it than? The thing has a huge target on it's face for 3 mana. I've seen this thing be the target of Soulfire, Hex, Polymorph, Execute, Swipe, Earth Shock, Siphon Soul, etc. The card draws so much aggro, it's threat level speaks for itself.
The thing it really does best is neutralize Zoo, and hero power abilities. With having 4 health, it also makes it pretty difficult to take out without some force. Works best when behind one of the many taunts in this deck.
Perfect card to drop off a turn 1 Innervate. Messes Shaman Totems up, and helps control tempo vs Zoo and other rush decks alike!
Great against Zoo, chewing down Giants from a Handlock deck, and great for doing finishing damage. Combos great against Zoo Turn 6 with Bloodmage Thalnos
Great against Zoo off an early Innervate or The Coin. Try to hold this card back vs Druids, where you may want to silence a Taunt.
Huge threat vs all rush decks, great to block in your Demolisher after turn 3.
Gets card draw flowing! Great for turn 7 Wrath Combo, or Turn 9 Swipe combo. Should be used as soon as possible in most situations to ensure healthy options in card draw.
Vs Priests I will almost always make this a 4/4 rush(Shadow Word Pain/Death Immunity). Vs most other decks, unless there is a huge threat on the board that needs to be cleared, I will make this bad boy a 4/6 taunt.
The card originally came in here because of my issue with Handlocks. I felt however Big Game Hunter was too situational and did not do well vs many other decks (Shaman Token Druid, Most Miracle Rogues, Mages, Priests, Zoo Lock, Shockadin, etc) Every single deck has a card that you would find a value in copying at 5 mana. Even Zoo Locks can have their Doomguard copied with no discard setbacks. This card I have found more solid and provides many answers. Indispensible for me in Druid.
Everyone with the exception of most Miracle Rogues will have something that this bad boy could target. Versus Rush heavy metas, and Shamans, I would add another Stampeding Kodo in and remove 1 x Faceless Manipulator
Extremely Versatile, and does best playing when you have an advantage on board control. Loves healing 5 behind a taunt minion, and loves drawing 2 when board is clean, or board is yours!
Perfect vs Zoo and Rush decks after they exhaust all their answers on your other taunt minions, I have only once decided to make him a +5 Attack, so more often than not he is a huge shield. Faceless Manipulator loves this guy.
Ultimate board threat, Loved by Faceless Manipulator. Great card for potential win condition especially if opponent spent a lot of their best removals on your earlier minions.
MULLIGAN-
Rules-
I will break down priority cards to keep vs every matchup.
#1- Keep all Top Priority Cards.
#2- Keep Medium Priority only if you have at least 1 Top Priority Card.
So in simple terms....
Top Priority- Never mulligan this card
Medium Priority- Only keep if you have at least 1 Top Priority card
Rogue Mulligan
Mulligans-
Top Priority-Innervate, Wild Growth, Demolisher
Medium Priority- Loot Hoarder, Harvest Golem, Sen'jin Shieldmasta, Wrath
Warrior Mulligan
Top Priority-Innervate, Wild Growth, Demolisher, Loot Hoarder
Medium Priority- Harvest Golem, Sen'jin Shieldmasta, Stampeding Kodo, Wrath
Shaman Mulligan
Top Priority- Innervate, Wild Growth, Demolisher, Loot Hoarder, Harvest Golem, Wrath
Medium Priority- Sen'jin Shieldmasta, Stampeding Kodo
Paladin Mulligan
Top Priority-Innervate, Wrath, Demolisher, Harvest Golem, Swipe
Medium Priority- Wild Growth,Keeper of the Grove, Stampeding Kodo, Sen'jin Shieldmasta
Hunter Mulligan
Top Priority-Innervate, Wild Growth, Loot Hoarder, Demolisher, Wrath
Medium Priority-Keeper of the Grove, Sen'jin Shieldmasta, Stampeding Kodo, Swipe
Druid Mulligan
Top Priority- Innervate, Wild Growth, Demolisher, Harvest Golem
Medium Priority- Loot Hoarder Swipe
Warlock Mulligan(we must assume a Zoo Variation everytime..)
Top Priority- Innervate, Wrath,Demolisher, Loot Hoarder, Harvest Golem
Medium Priority- Wild Growth, Bloodmage Thalnos
Mage Mulligan
Top Priority- Innervate, Wild Growth, Wrath, Demolisher, Harvest Golem, Swipe
Medium Priority- Stampeding Kodo
Priest Mulligan
Top Priority-Innervate, Wild Growth, Wrath, Loot Hoarder, Bloodmage Thalnos
Medium Priority- Swipe, Stampeding Kodo
DECK MATCHUPS
Miracle Rogue
The key to defeating any Miracle Rogue is to do the following
a) Make them use as many cards before turn 5-6
This is accomplished via early aggression. This early aggression should beLoot Hoarder, Demolisher, Harvest Golem, Sen'jin Shieldmasta. Do not be afraid to drop a Loot Hoarder, even though it will likely die to a pair of daggers, it thins your deck and gives you a chance to draw your 3 cost cards for next turn.
b) Count the number of Sap's, and Backstab's as he uses them. This will let you know when he needs to DPS down your taunt minions. This includes logical mathematics, like counting the number of cards he has in his deck, realizing he will likely not hold sap on his/her initial mulligan phase, and playing accordingly. It is imperative that you "try" the Miracle Rogue and try your best to force Sap's out. This means if you have been Sapped in your opponents last turn, try your best to follow it up with a Taunt minion.
c) Ragnaros the Firelord is great when your opponent has a stealthed Gadgetzan Auctioneer , Edwin VanCleef, or any other minion under the effect of Cold Blood. This is a card game- Realize there is an element of randomness(RnG) and going vs. a Rogue requires you to utilize this.
d) Kill Gadgetzan Auctioneer ASAP if possible, always.
Currently a Druid's best option to get rid of a Stealthed Minion, while needing to attain 4 damage is indeedRagnaros the Firelord. Having 2 spell damage minions out with a Starfall aoe is too difficult. Swiping the enemy with 3 spell damage on the board is quite difficult as well. As a result this has been my best method to remove them. I do believe that Miracle Rogue decks are all about lucky draws, and if the right draw is attained they are very difficult to beat as Druid. However my deck combats this with a healthy number of taunts, a healthy amount of card draw that will let you get the stuff you need more often than not, and Faceless Manipulator I have found to be useful given certain situations vs Miracle Rogue
d) Make sure if you are planning on Turn 6 Ragnaros the Firelord that you hold on to an Innervate if possible
Every Other Type Of Rogue
If you ever see a Rogue drop an Argent Squire, a Leper Gnome, or show any other card that lets you know that he/she is NOT playing Miracle Rogue, breath a deep sigh of relief. They're rare(in my meta), and very easy to beat. The Rogues can't handle the amount of draw power that this deck has. Simple fight for board control before going to the face is the strategy here. Try to drop your draw minions as early as possible, and constantly fight for board control and card advantage
Hunter
Hunters are very easy to beat with this deck. Try to get out early minions as soon as possible. Don't ever worry about Starving Buzzard + Unleash the Hounds combo. Save Swipe if possible for the Hunters face so you can kill 1 health minions accordingly. Try to lay in early damage to the hunter, and this should be an easy win most of the time.
a) Try to intelligently play vs traps. You can look at the hunters actions to determine 9 out of 10 times which trap was released.
Clear board? Likely a Freezing Trap
Have a lot of minions 2 health or less out? Beware Explosive Trap
You have minions out that won't be killed from an Explosive Trap? Beware Misdirection/Freezing Trap
b) Remember your hero ability will trigger everything a Hunter throws at you with the exception of Freezing Trap
Rush Mage
a) Try to be able to do 2 points of AOE damage if possible. This will include Bloodmage Thalnos or an Azure Drake + Swipe.
b) Try to drop your 3 drops early (Demolisher, Harvest Golem)
c) Count the number of Ice Lances + Frostbolts used.
d) Think very carefully about Ancient of Lore's Healing Ability over Card Draw
e) Stampeding Kodo is amazing for board tempo control
f) Make sure you have over 10 health(Armor and Health included) so you dont get Pyroblasted turn 10
Super Draw OTK Mage(Doomsayer i.e.)
I guess I'm trying to describe decks like http://www.hearthpwn.com/decks/58909-otter-pops.
a) Using your hero ability for that 1 extra armor does wonders vs this matchup
b) Stampeding Kodo loves enemy Acolyte of Pain's, and Doomsayer's
c) Try to force the Mage to use spells that would normally be used against you to kill you. (Fireball, Frostbolt, Ice Lance
d) Ancient of Lore heals 9 out of 10 times
e) Try your best to knock out Ice Block asap when approaching Mage is near lethal.
Paladin- Shockadin
This deck fairs well vs rush decks. Try to use your hero ability here as intelligently as possible. Every extra armor counts!.
a) Demolisher and Harvest Golem are huge for board threat presence
b) Never hold back, play your cards frivolously, but intelligently! You must avoid a heavy Divine Favor Shockadin draw is GARBAGE if you lighten your hand up early!
c) Swipe against their hero can easily clear their board(which is usually composed of 1 health minions) and do great extra damage!
d) Count the number of Equality's used, and try to have only 1 taunt minion out there if you fear an Equality + Consecration /Avenging Wrath Combo.
e) Like all rush decks, Ancient of Lore to heal for 5 is amazing!
Non-Shockadin Paladin(Tempo or Control)
Any deck that tries to control you will have a difficult time without the most optimal of draws. Even than you just end up outdrawing you're opponent. Hold back a Keeper of the Grove if possible to silence a Tirion Fordring.
a) Intelligent board exchanges wins these games easily as you outdraw your opponent.
b) Faceless Manipulators LOVE Tirion Fordring and other beefy cards.
c) If board is clear, or under your control, try to use as much card draw as possible.
Priest
Priests are very easy to beat. They can't keep up with this decks raw card draw power.
a) Kill Northshire Cleric ASAP
b) Feel free to overextend minions everytime
c) Faceless Manipulator can copy any end game needed to beat you with Priest. Also great for copying your own minions!
d) 4 Strength creatures are the Priests worst enemy! Shadow Word: Death and Shadow Word: Pain can not target you! Druid of the Claw is almost always a 4/4 Charge vs priest. Azure Drakes are amazing as well. Take advantage of this current weakness.
Shaman
a) Try to get out your early damage minions.
b) Choosing to kill a totem for face shots is usually good, but you must always beware of Lightning Storm. Keeping board clears means the shaman will try very hard for Wrath of Air Totem on turn 5 or above(4 with coin) to combo into a higher damage AOE. Make the shaman fight for this RnG by always killing every totem early if possible.
c) Faceless Manipulator usually targets your own Ragnaros the Firelord, your own Taunt Minion, or their Fire Elemental
d) Stampeding Kodo is amazing vs this matchup.
e) Kill all their card draw and spell damage minions with priority. Mana Tide Totem should be silenced, or killed.
f) Comboing at least 1 spell damage card with a Swipe can kill their Fire Elemental and all their totems
g) Fight to make sure you are drawing more cards...a fight which is easy to win.
Zoo Lock
Zoo Locks must be extremely lucky and fortunate to beat this deck.
a) Wild Growth is not too important vs Zoo Lock and should be used only if there isn't a play to help your board control.
b) Keeper of the Grove loves Knife Juggler and Shattered Sun Cleric
c) Demolisher and Harvest Golem are very important to play early as you are in a very big fight for board control.
d) Board control is everything vs Zoo Lock, going for the face should rarely be done in most situations.
e)Faceless Manipulator their taunt minions(Defender of Argus) or Doomguard is very helpful.
f) Try not to use the The Coin into Wrath on turn 1, as you will usually have a better target turn 2.
g) Try to make sure they have 3 or more minions before Swipe is used.
h) Count the number of Doomguard's and Soulfire's used, and strategize accordingly
i) Prolong the game as much as you can, as your deck becomes much stronger late game! Survive that early harass!
Hand Lock
Hand Lock must be understood of what they try to accomplish before attempting to strategize against them.
a) They want to turn 4 Mountain Giant by holding cards and tapping every turn prior.
combat this by dropping a lot of early agro. These Mountain Giants must be dealt with and more often than not you can blast them down between minions and spells. Faceless Manipulator is a great way to copy their 8/8 Giants
b) They want to drop a turn 3 Twilight Drake(The Coin) or turn 4 Twilight Drake. Best Way to handle this is a Keeper of the Grove silence + Druid power ability to take him out!
c) Once the Warlock is 16 health or under you must prepare for the Molten Giant drop. Getting the warlock down to these levels must be met with a follow through that can finish them. Don't forgetDruid of the Claw can become a 4/4 Charge here.
d) Count the number of Sunfury Protectors, Siphon Souls,Defender of Argus,Soulfire's, and Mountain Giants dropped. Very important to be thinking of these things at all times.
e) Depending on the Hand Lock's "Hand", if you are able to put enough early game threat they might try to drop anAncient Watcher early so that they may silence it with Ironbeak Owl, or give it taunt with Sunfury Protector/Defender of Argus. This will inevitably not allow them to play an early Mountain Giant. Always keep in mind the number of card in their hand.
f) Faceless Manipulator x 2 loves 8/8 Giants
Warrior- Weapons / Rushy
This is interesting because Warrior's will always try to kill 2 targets with weapon. As a result its very important for me to try to get at least 2 minions on the board at any given time versus a Warrior who is rushing. Once early Executes are used these Warriors have no answers for Taunt minions other than face slamming them with a Fiery War Axe or Arcanite Reaper
a) Try to flood the board with as many minions as you can.
b) Card draw minions rock vs this matchup.
c) Make intelligent trades and make sure you have board control at all times
Control Warrior (Grommash Hellscream i.e.)
Control Warrior is very easy to beat. Force them to use their Shield Blocks and Executes early, than start dropping everything. This is accomplished easily by:
a) Dropping early Demolisher and/or Harvest Golem.
b) Stampeding Kodo beats Armorsmith, Acolyte of Pain, Frothing Berserker(Non buffed), etc
c) Using Druid of the Claw for 4/4 charge puts great early pressure and will not net you a 0 loss if it gets Executed next turn anyways
d) Faceless Manipulator easily copies for 5 any big late game minion that is inevitably coming.
e) Ancient of Lore for drawing 2 early off an early turn Innervate is great to pull away in card advantage.
f) Once Execute and Shield Blocks are used up, Ancient of War really protects you against a Grommash Hellscream slam to your face. That and you will usually have enough health at this point to survive that anyways.
Token Druid
A token druid must get extremely lucky to beat this deck. As soon as you see a Power of the Wild, or a Violet Apprentice, you will know the druid is token
a) Hold back Swipe as long as you can.
b) Flood the board , drop all minions.
c) Fight for card draw advantage(Draw more cards from your deck than your opponent does from his/hers)
d) Try to drop an early Ancient of Lore if possible via Wild Growth's and Innervate's to draw 2!
Druid Control
Vs any Control Druid, whether its this deck or another, try to draw ASAP! This is your win condition!
a) Innervate into Azure Drake is good
b) Hold back Keeper of the Grove for intelligent use! You may need him to Silence a Taunt
c) Drop those Loot Hoarders early
Substitution List and Teching Vs. Your Own Current Meta
I'm not sure what other players exactly do here, but I have it broken down to a science. I can not emphasize enough here that you must have a large sample size. I use 20 games as my sample size, and I write down those current stats. This deck is not about changing a card every time you run into a Zoo Lock or Miracle rogue, or anything else giving you a harder time. Also realize what turn you are winning/losing the game on. This will allow you to put the mana appropriate card into action for a substitute.
This deck was designed to be able to put early pressure, while getting higher cost, stronger minions into the late game. It's why I couldn't select a deck type for this deck. It's not exactly a mid-range either. It is a non combo hybrid deck(maybe hearthpwn will add "hybrid" into deck types? <3)
As a result realize that this is not a Druid Ramp deck, and should not be played as such. This deck has the ability for you to shift tempos based on what you are playing. I have played every deck archetype out there(except for Aquarium Lock lol) This is by far the most enjoyable and most complex deck that I have played. It requires me to think about every situation, and with every win, and every loss, I can see what I "could have done better" almost immediately.
if 40% or more of your games are vs the following classes, I'd highly suggest teching vs your meta. If not, you should probably not do it as each and every one of your card changes effects your win % vs another deck. For this reason I try to add cards that can be utilized vs every deck. Remember, I recommend a 20 game sample size before shifting anything, but I'll leave this choice to you if you feel you could do it with less games played.
VERY IMPORTANT:
Make sure you substitute cards that are good vs. other decks that have your lowest win %.
i.e. if you have issues with Shamans, Warriors and Rogues, Acidic Swamp Ooze can be your best bet, as it gives you more strength vs different decks, and as a result gives you higher win % vs a myriad of possibilities.
Meta Teching vs Miracle Rogue
The whole point of the Miracle is to do the following, so we must strategize accordingly.
The Miracle Rogue Goals:
a) Hold you off to play Gadgetzan Auctioneer till turn 5-6
To counter this we always look for early drops to bring out as many Rogue Spells as possible. However based on the decklist, you can't keep dropping low cost stuff like a Zoo Lock could.
To Take Advantage of this Window you can switch out Faceless Manipulator x2 for
Mark of the Wild - This will often draw out enemy Saps and give you an easier time playing your later game Taunts
Power of the Wild - This card can easily give your minions the +1/+1 needed to make the Rogue use extra spells to deal with your early minions. The ability to put pressure with a 3/2 body helps as well
Acidic Swamp Ooze Great for taking out a turn 4 Weapon, prior to Rogue setting up his Gadgetzan Auctioneer. This can also be held for when he/she deadly poisons.
b) Drop Gadgetzan Auctioneer and get heavy card draw rolling, followed up by damage to your face via a Shadowstep + Leeroy Jenkins Combo
Again, sometimes the Miracle Rogue will leave this baby out undefended, if they could not draw/or decided to not use their Shadowstep or Conceal. For a safe bet, you should plan on not being able to target Gadgetzan Auctioneer right away.
To protect yourself here, I have found using
Defender of Argus creates that extra taunt card or 2 that they have to blast down in order for them to slam you in the face with Leeroy Jenkins.
Mogu'shan Warden also can accomplish that shield in the way of their nasty plans! Also he is very difficult to burst down :)
Earthen Ring Farseer also gives you that body and mini heal needed to stay about lethal.
Healing Touch also makes the game extremely difficult for the Miracle Rogue as they now need to do 8 more damage to your face.
Meta Teching against Zoo Lock
The whole point of Zoo Locks is to put pressure on you for the entire game until they can kill you. Higher cost cards become more difficult to play as a result of the tremendous early game threat.
When teching against any rush deck, my answers to solve these situations is more taunts, and more heals. Feel free to sub out Faceless Manipulator x2 here, or anything else you feel not pulling its weight. However please remember again, anything you pull out changes your %'s(good and bad) vs other decks.
Earthen Ring Farseer - Always pulls its weight vs decks like this, healing you for 3, and putting a meaty threat on the table. :)
Starfall- Great AoE Damage! Works well with Innervate too if you want to turn 4 this bad boy. However I would never put in more than 1 copy of this card.
Mark of Nature works great on Demolisher and Harvest Golem and brings a huge threat to the table that the Warlock will focus important resources to take care of,
Force of Nature gives you not only potential closing power, but gives you the ability to exchange/take out up to 3 minions
Mind Control Tech good for that inevitable overextension! :)
Defender of Argus a very solid choice here as most Zoo Locks will go for your face rather than even to unfavorable exchanges. Great for 1 minion, better for 2, If you are able to put taunt on 2 minions, it will be very rarely that you won't win in the end.
Meta Teching Vs Shaman
Shamans rarely give me issues with this deck, however if in your meta you're having issues, please consider.
Acidic Swamp Ooze neutralizes Doomhammer and Stormforged Axe
Starfall does wonders to clear out the totem filled board.
Stampeding Kodo +1 always gives you great tempo control !
Meta Teching Vs Hunters
Hunters will try to control you with traps, while putting pressure on to your face with Hero Ability and lower cost minions. Hunters rarely give me issues with this deck...there are just simply 2 Hunter's Marks in most decks, and it's often not enough to break through your taunt wall. However if you find a heavy Hunter meta and want to tech vs them...
Acidic Swamp Ooze decimates their plans by destroying their weapon, I would argue one of the best cards out there.
I would AVOID Harrison Jones as he is not good vs Warlock Zoo.
Earthen Ring Farseer has so many uses, and is a solid 3 drop with heal.
In fighting rush face damage decks, I've realized you have to:
a) Get Taunt Control
b) Get Board Control
c) Get Healed
d) Get Draw Power
You can approach this anyway you'd like, by using some of one, or all of another.
Ultimately I feel for this matchup in particular, board control is rarely an issue, and I rarely play vs Hunter enough in my meta currently ever sinceUnleash the Hounds nerf...which is sad, because I feel lack of innovation is the recent for their downfall, not the rightful(again imho) nerf of Unleash the Hounds
Meta Teching Vs Shamans
Shamans, it's all about controlling the board from flooding with totems and creatures, while maintaining card draw advantage.
Acidic Swamp Ooze again here shines vs both Shaman Weapons
Stampeding Kodo +1 Is a great tempo play here!
Starfall shuts totems down without even needing spell power +1
Force of Nature is great for removing their totems/minions
Meta Teching Vs Paladin
Board control. This is what beating a Paladin is all about. This deck has no issues with Paladins, both Shockadin and Mid Range. If you are having issues with Paladins however..
Acidic Swamp Ooze takes out Truesilver Champion
Really that's all I'd potentially switch in here :)
Meta Teching Vs Druid
Well this is interesting here. May the best Druid wins! Token Druids are rarely an issue, and fighting a Control Druid, I can usually win 75% of the time. However if you're having issues with Druid...
The Black Knight has targets in every druid deck
Starfall can help you if you're losing and facing many token Druids
Sylvanas Windrunner will usually pull her weight, especially if you make them use Keeper of the Grove's early on.
Deathwing out of options and lost board control? Druids rarely play Naturalize, and will rarely hold back till you play this card. Auto Win most of the time :)
Meta Teching Vs Hand Lock
Hand Locks are a very hard class to face because you must beware of doing too much damage, or they will drop Molten Giants easily, or do too little damage, and you will have a hard time finishing the deal. If Hand Locks are giving you a lot of problems, than...
Ironbeak Owl is a great extra card to silence taunts, and to silence Twilight Drake
Big Game Hunter is every handlocks worst nightmare. Punishes them hard for 3 mana.
Sylvanas Windrunner loves being targeted by your own Faceless Manipulator, and can easily find a way to be killed for the steal.
Meta Teching Vs Mages
Mages do tons of direct damage, so heals and board control are very important. If you are having issues with Mages..
Earthen Ring Farseer has great value for 3, and slows their deck down significantly.
Healing Touch is amazing here as well to make the Mage win condition much more difficult
Stampeding Kodo +1 loves to stomp out enemy Acolyte of Pain's and Doomsayers
Defender of Argus saves you health by forcing mages to exchange with your minions
Meta Teching Vs Priests
Until Priests see more Ranked play, I could not imagine why you would need to do this. This deck decimate priests hands down. They can't keep up with the raw pressure and card draw from this deck.
However if you're having issues with Priests....
Big Game Hunter can be a huge early pest here for Priests! anything with 4 attack becomes difficult to remove. Good vs Handlock too!
Spellbreaker is a great cost for 4 mana, Silences any minion, and is difficult to remove.
Argent Commander adds great pressure, and helps close the damage/heal race.
Sunwalker is often strong enough to last 2-3 turns, and allows you to set your board up easily
Hope you guys enjoyed these matchups, please +1 if you enjoyed this post, and if there are any questions, or deck matchups you want included that are not up already, please let me know in the comment section.
If I get enough thumbs up or feedback, I'll post every deck matchup.!
If I get more positive feedback, I'll create an advanced mulligan guide for every matchup!
If I get more thumbs up and positive feedback I will offer live streaming to the community of this deck!
If I get more thumbs up and feedback I will create a substitution list for every card and a list of how to tech vs your own meta!
If I get more thumbs up and feedback, I'll offer youtube videos of matchups!
Again, thank you for reading my guide!
About the Author of this thread!
1) Was Street Fighter 2 Championship Edition World Champion
2) Played Magic and A Game of Thrones competitively, won SoCal Gencon for AGOT.
3) Like traveling? www.justapack.com
Okay, so I've played quite a few games with this deck so far. I've done fairly well, but there was one thing holding me back from doing REALLY well..... Guess what? It begins with a D and ends with molisher. Yep, every single time that card ended up in my hand it was nearly worthless. Any other card in the deck would have been so much better. I still don't understand the hype.... I wonder if the OP has even tried the deck sans Demolisher.
I'm probably just being trolled. Hard. I actually thought this post looked fairly sincere, though...
I don't know how you can say with a straight face that zoo needs to get lucky to beat this deck. It's much more the other way around.
Nope, legend is like 66% zoo and the new aggro rogue with arcane golems and squires etc. Deck is bad.
Legend is not 2/3 zoo. Are you ALLLL the way at the bottom?
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Great deck, Rushino!
I was inspired and built a Shaman control variant - feel free to try it out and provide feedback on how it plays for you!
http://www.hearthpwn.com/decks/65126-meta-demolisher-shaman
+1 for this post and your deck!
Looks interesting, I'll give it some playtesting later after work :)
Good stuff. Reminds me of that control/characterless/draw deck from back in the day that you were peddling on the GoT forums. I guess Demolisher is the new Iron Throne.
+1 lol ;)
nice deck, i changed a few things and its working even better now!
-2 x Demolisher for 2 x Mark of the Wild
reason: mark of the wild is cheaper and combos well with The Black Knight if neccessary to take down any big minions you cant deal with any other way. its great vs priest because you can increase your 2 damage minions to 4 so that they cant be killed with shadow word spells. and its great vs rushy decks when you need to slow them down early. i find Demolisher too inconsistent and there is better turn 3 plays imho. The surprise seemed to have worn off too..
-2 Faceless Manipulator for +1 Cairne Bloodhoof and +1 The Black Knight
reason: Cairne Bloodhoof is a great card overall. The Black Knight is awesome in this deck.. i see allot of druids on the ladder atm and i have made 2 concede using this card. again combo it with Mark of the Wild if necessary. i find these cards more consistent than Faceless Manipulator myself because i know what cards im waiting for. although faceless are funner to play :D
-1 Stampeding Kodo and -1 Ancient of War for +2 Chillwind Yeti
reason: Chillwind Yeti's are awesome.. especially if you get one on the board by turn 1 using Innervate and manacoin. a great 4 drop that works well with your Mark of the Wild cards too. they also speed the deck up a little bit. you dont need Ancient of War here, because they are slow and unnecessary when you have Mark of the Wild. and stampeding kodo is nice but id rather chillwind yeti because its cheaper and can be played on turn 1.
Nice Deck. I have been playing this deck since rank 15 and I'm at rank 6 as of now. I've got around 65% win rate because of this. I did some minor changes such as:
2 Loot Hoarder > 2 Mark of the Wild
Faceless Manipulator > Sunwalker
I don't feel the need for early game draws because I get mid-late game draws because of Azure Drake and Ancient of Lore. As for theSunwalker, I don't know what else to put instead of Faceless Manipulator because I only have 1:P
Nowhere near 70% + win rate. US teen ranks.. was 14 now mid 17... Wish people wouldn't lie about win % rates.
cant ......beat........hand lock.....on a side note I removed wild growth and added BGH...and ooze. I must not know how to use growth. i always seem to have a better card to play for 2 mana. Especially early....any tips?
Substituting Wild Growth for Mark of Nature and Stampeding Kodo with TBK seems to be a vast improvement on the deck...at least at my rank. If you think first turn demolisher screws with them, try a second turn 1/8 demolisher with taunt, or a 5/4 demolisher. Take your choice. Or, give your azure drakes taunt and +4 health. Or, how about Druid of the claw with Charge +4 attack? I don't know. It just seems to make the deck a bit more aggressive/or defensive. Whichever you need.
I just had a awesome game in rank 9, I innervate > Demolisher, Zoo played Dire Wolf, Demolisher killed it and the zoo just concede'd rofl, I'm having a blast with this deck, thanks!
http://i.imgur.com/6YviTa1.jpg
I gotta say, I am amazed by how well this deck performs! You're totally right, Demolisher are spells sponges! Enemies waste their spells on them and they run out of spells when you bring out the big guys. Anyway, I subbed the Stampeding Kodo for a Big Game Hunter : the Kodo is useful, but the BGH is necessary; there are too many handlocks and/or Ragnaros the Firelord around.
Very nice deck indeed! Thank you for sharing. Substituted a few cards myself:
Ancient of Lore > Dalaran Mage
Bloodmage Thalnos > Kobold Geomancer
Faceless Manipulator x2 > Chillwind Yeti x2
Stampeding Kodo > Cairne Bloodhoof
Ragnaros the Firelord > Illidan Stormrage
Stop bashing every single deck, I'm tired of your unfounded comments and I'm sure a lot of people also are.
Is the updated version of the deck the one where you removed the facelesses and kodo, or the one with it?