Froggy's Basic Only Ramp Token Druid
- Last updated Jul 27, 2014 (Naxx Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 0
- Dust Needed: Loading Collection
- Created: 6/27/2014 (Live Patch 5506)
- Froggy3449
- Registered User
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- 1
- 5
- 12
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Battle Tag:
Froggy#3449
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Region:
KR/TW
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Total Deck Rating
27
This deck is designed to play like token druids, while only utilizing basic cards. It won't win any major games, but should give you an edge up till rank 15-ish, depending on your skill level and knowledge.
Once again, do keep in mind that this is a basic deck. Improvements are listed below if you wanna further improve this deck, or simply look up other token druid decks for better results.
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Deck Breakdown:
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For the extra "token" minion, and maintaining that board advantage.
For that extra buff/burst damage. Can also be used to regain board control/effective trades if necessary.
Synergize well with massive boards.
For that extra draw power, making the deck more consistent.
Extra mana = extra tokens or buffs.
For board control.
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Strategy:
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Always mulligan for Innervate, Wild Growth, Murloc Tidehunter and Razorfen Hunter. The first two cards makes sure you're well ahead of your opponent (You could potentially turn 2 Stormwind Champion with 2 Innervate and The Coin... not saying you should). The latter two cards means you will have early board control.
Play around class popular AoEs, such as Mage's Flamestrike and Druid's Swipe. Divide up your buffs if needed, or simply don't buff unless you're sure it won't be wasted or it's lethal.
Avoid going over turn 7. The longer the game last, the lower chance you'll end the game with victory. Turn 7 should allow you to Stormwind Champion and end the game there. With turn 8 onwards you're potentially allowing your opponent to summon those large finishers or deal high damage spells/combos.
Always try to aim for face, unless it results in a good trade (prioritize using Claw, Swipe or Shapeshift for trades) . Your "tokens" are instant value the moment they get to attack once, or used as meat shield. As long as you don't get board wiped with AoEs, you should be able to maintain control. There's also a possibility that your opponent will ignore your tokens and rush you down, which allows you to Savage Roar for the win.
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Basic Improvements for Expert Cards:
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Novice Engineer -> Loot Hoarder (40 Dust Each)
Shattered Sun Cleric -> Power of the Wild (40 Dust Each)
Gnomish Inventor -> Wrath (40 Dust Each)
Wild Growth -> Knife Juggler (100 Dust Each)
Frostwolf Warlord -> Violet Teacher (100 Dust Each)
(Total: 640 Dusts)
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Improvement Breakdown:
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Loot Hoarder is just simply better than Novice Engineer. Yes you do get a card when it dies instead of when it pops out, but if your opponent is spending a silence or Earth Shock to negate your draw, then its instant value, as your bigger creatures are less likely to be silenced then.
Power of the Wild simply combos better with the board. Your whole team gets +1/+1 instead of Shattered Sun Cleric's "only one dude gets the benefit". You can also make a 3/2 out of desperation if you really need to (but please try not to).
Wrath means more removal for the deck. Playing it smartly can also result in removal + card draw.
Wild Growth doesn't really synergize that well with the deck itself, it's just there for the sake of "basic only" really. Knife Juggler on the other hand, shoots out a dagger for every minion (including tokens) you summon, which helps clearing the board or set it up for Wrath value. It's also a semi-taunt, because if your opponent decides to ignore it, it's 99% gg for him/her.
Violet Teacher is like the major improvement to this deck, as even competitive token druid decks run this little bad girl. The combo you can come up with this card is just insanely mind explosion + potential burst damage if not dealt with, such as Innervate -> Power of the Wild on turn 4. Frostwolf Warlord on the other hand, is weak against silences and could potentially end up being just a 4/4.
Well, here's the deck. If you want to further improve the deck, I suggest looking up some of the most popular token druid decks out there. I tried to keep it relatively cheap and in-budget, so you guys can try getting the feel of it, before deciding whether or not token druid is your style of gameplay =)
Anyways, play smart, and have fun~
Nice Guide! Thanks for only using Basic "Vanilla" Cards in your deck. Many have started suggesting basic "Naxx" cards without explaining how to replace with a "vanilla" version. Being new to Heartstone I really don't want to buy Naxx expansion. I'd rather just play with Vanilla cards until I decide if I want to get the expansions. My entertainment budget is really tight since I play wow and have a girlfriend. I really appreciate players like you who try to make suggestion for newer players who don't have the newer expansions yet. THANKS A MILLION!!!
thats one major improvement =D
the only downside i can think of is that silence can negate your draw... but it should balance it out well enough with that +1 spell damage.
in game, try holding onto it until u can get instant value out of it (combo with swipe)
I loved this deck, helped me a lot! I really recommend that you win before turn 7 cause Flamestrike is really big deal, I could win only 1 (till now) match after a Flamestrike.
Consecration is a problem too, but if you play Raid Leader till turn 4, this card won't do much thing, it depends on which minions you played. If you have Soul of the Forest it'll help A LOT too.
A legendary card that fits really well it's Cenarius, it's going to help a lot if you don't win till turn 7. Anyways, thanks man, it's a really cool deck!
i tried running 1x soul of the forest (since i only got one), and it just ends up either being a dead card, not much value (too little minions on board), or opponent just plays around it.
kinda a bit too situational imo, but could be considered.
My only issue is that I am having trouble getting a good starting hand which makes my game last way past turn 7.
its just better to end it at turn 7, doesnt mean you HAVE to end it there or concede.
your opponent might end up having worse draws than you, which still leads to your victory
its just better to end asap, to limit your opponent's options
Thank you man, I was looking for a lowest-cost deck for playing druid and getting an idea of the class, this served the purpose!