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Token Up!

  • Last updated Oct 15, 2016 (Yogg Nerf)
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Wild

  • 10 Minions
  • 20 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Token Druid
  • Crafting Cost: 4500
  • Dust Needed: Loading Collection
  • Created: 10/15/2016 (Yogg Nerf)
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  • Battle Tag:

    PowerOfCheez#1873

  • Region:

    US

  • Total Deck Rating

    224

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This is a deck I made to explore maximum token generation.  Similar win conditions to other token decks, but with more generators than most.  

The usual Violet Teachers, Living Roots, a Moonglade Portal, and Medivh, the Guardian, but also including Moroes, Summoning Stones, Illidan Stormrage, and Barnes (whose only whiff is Medivh) to pretty consistently get an extra copy of one of the hard token generators out. Azure Drakes are the only non-token producing cards off Barnes besides Medivh, but the spell damage is good, and the creature is just too high a value on its own to leave out, for all the usual reasons, and because Raven Idol sometimes offers a choice that a dragon in hand improves. 

Having only ten creatures, 8 of which have some token generating capacity, leaves a lot of room for spells to leverage Druid's strengths and increase token making synergy.  Seven of the spells can create creatures, too, though I usually prefer to choose a spell with Raven Idol to preserve the trigger for the five spell-triggered generators, and Power of the Wild should almost always be held to pump and/or generate tokens (which it usually pumps, too).

The other spells are either removal, draw, and/or ramp oriented.  Ramping is fairly important when possible early, enough to drive your mulligan decisions most of the time, but the deck can win without that if it converts late Wild Growths and Nourishes into draws while generating tokens. There are also three cards with enough life gain to add that important option in the matchups where you need it.

This deck can withstand a fair amount of board sweep.  It can have some clunky games that may auto lose if run over, but has enough versatility against most match-ups that if you let the clunkers roll off, you can pilot this to some really fun and impressive wins.  It does take some practice to get a feel for timing plays.

I sometimes wish I had a second Savage Roar, but have been unable to bring myself to take anything else out for it.  Obviously,Fandral Staghelm would work well, too, but I don't have him.  If I did, he'd probably be worth one more whiff for Barnes, but I am undecided what would come out for him.  Maybe the 2nd Summoning Stone, as its the least interactive generator of the bunch.  Not sure.  Would love to hear ideas on that, as he is probably my next craft when I get the dust.

I am only laddering in the teens right now, and so, yes, it might be too slow for the upper ladder... I hope to find out otherwise, but this is more an experiment with turbo-ing the token approach, and has been a blast so far.  If it gets any attention, I will add more in the way of stats, mulligans, and match-ups as I discover more about that myself.