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Violet Crusader [Mid-Range + Token] 80%+ WIN RA...

  • Last updated Jul 9, 2014 (Live Patch 5506)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4360
  • Dust Needed: Loading Collection
  • Created: 7/8/2014 (Live Patch 5506)
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Hey Guys,

This season I decided to try a new deck on the ladder and attempted to change my standard Druid deck slightly to fit the current Meta more. I had played around with Token Druid in the past and found in very weak if you didn't draw your Teacher early with a Power of the Wild. However, if that circumstance occurred the deck was unbeatable. Weaknesses in the standard Token decks also occurred due to the Argent Squires and Loot Hoarders. These cards were poor late game and often, if draw after turn 5-7, were too weak to play.

Therefore, I took the standard Druid deck and added Violet Teachers and Power of the Wilds, removing Yetis and Sunfury Protectors. I also removed the Big Game Hunter due to the absence of Handlock and added a Scarlet Crusader (something I will mention later.)

With this combination of the Mid Range and Token decks you get the explosive power of Token and the rigidity of the standard druid. Making what I see as the perfect Druid deck.

Cards

2x Innervate : Innervate is probably one of the most powerful cards in the game and should be in every Druid deck. ALWAYS keep this card in your opening hand.

2x Power of the Wild: Power of the Wild is my favourite card and can be used not only with the Violet Teacher but with every minion in the deck. ALWAYS keep this in the opening hand. Don't be scared to use this card without a Violet Teacher, always just use it to fit the curve. The +1/+1 bonus is worth using even if you have two minions on the field. It will help you make more favourable trades and allow your minions to be buffed out of range of common AOE spells. Power of the Wild can be used as a substitute in some cases for Savage Roar with Force of Nature.

Force of Nature + Power of the Wild = 9 Damage / 8 mana
Force of Nature + 2x Power of the Wild = 12 Damage / 10 mana

Also, a further reason to keep this in your opening hand is that turn two it can be played as a 3/2 panther, gaining early board pressure is always key.

2x Wild Growth: Another essential card which should be ALWAYS kept in the opening hand. Having a coin every turn can often decide games.

2x Wrath: Situational card which combo’s with Violet Teacher and can be used as a draw engine.

2x Harvest Golem: A sticky minion which is hard to remove turn 3 for most classes. ALWAYS keep in the opening hand.

2x Savage Roar: Part of the whombo-combo of Druid. Running two of these increases the chances of draw. Don't be afraid to use this turn 3 to remove to a 3/2 if you don't have a better play. You can also snatch a quick win if you have set up a Violet Teacher and some Apprentices.

1x Scarlet Crusader: This is a great minion which serves a lot more purpose in the current meta than Big Game Hunter. Apart from Shaman every other class finds in hard to remove this minion from the board. Similar to Harvest Golem this is another sticky minion and when buffed with Power of the Wild it basically becomes an Argent Commander. ALWAYS keep in opening hand.

2x Keeper of the Grove: An OP card which is fantastic in most situations. ALWAYS keep this in your opening hand against Warlock and there is a case to keep this in every matchup in your mulligan.

2x Swipe: An great board clearer which has great combination with the spell damage from Azure Drake to wipe out minions with two hp.
 
2x Violet Teacher: The MVP in a lot of games, it forces heavy removal turn 4 by scaring the opponents. ALWAYS keeping the opening hand and aim for combination with spells.

2x Azure Drake: A great draw engine that has great combo’s with Wrath and Swipe. Also it fills up the mana curve as a 5 drop.

2x Druid of the Claw: Most of the time this will be used as a Taunt but if you’re racing the opponent it can be used as a charge minion.

2x Argent Commander: An awesome minion that takes out Auctioneers and Azure Drakes most of the time. These are both minions which are prolific in the current meta and removing these quickly can change a game.

2x Force of the Nature: A great card for finishing, clearing the board, and combo’ing with a Power of the Wild or Savage Roar.

2x Ancient of Lore: A minion which is also OP, in the control match-ups always go with the draw unless you’re on low health. Against Mages, Miracles, and Aggro decks the health bonus with often be the most favourable. ALWAYS try to use this minion on turn 7.

1x Cenarius: An awesome legendary which has great utility. If you’re playing this on board where you have control and a minion or two the most favourable option will probably be the +2/+2 to all. This will basically end the game and give you the victory. Due to the fact the 2/2 taunts are easy to remove by most classes its probably best only to pick this option when you are playing Cenarius onto an empty board.

This deck has a great curve and every card has an efficient use which helps to destroy opponents.

Mulligans

Cards to always keep:

Innervate, Power of the Wild, Wild Growth, Harvest Golem, Scarlet Crusader and Violet Teacher.

Cards to consider:

Keeper of the Grove and Wrath.

If you have an Innervate and keeping a 5 or 6 drop fits the curve keep that in your opening hand as well.

Conclusion

This deck has a great win-rate on the current ladder and can overrun the board quickly and combo the opponents to death. If you are meeting a lot of Handlocks you could also consider a Big Game Hunter instead of a Harvest Golem or a Scarlet Crusader.

Thanks
Mulder