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Legend 70% WR Aggro Taunt Druid KFT

  • Last updated Sep 24, 2017 (Evergreen Nerfs)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Druid
  • Crafting Cost: 3940
  • Dust Needed: Loading Collection
  • Created: 8/9/2017 (Quest Rogue Nerf)
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  • Total Deck Rating

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The most optimal Aggro Druid for KFT. A tier 1/2 deck that received a few cards from KFT that allow the deck to dominate Aggro vs. Aggro matchups. This deck will singlehandedly eliminate most other aggro decks from the meta. 

I have so far played 50+ games with this deck, with a 70% winrate. 70% Winrate Aggro Taunt

Bad Matchups include Evolve Shaman, and DK Demon Warlock. However, you have favorable matchups against almost every other deck in the meta, including midrange and control variants of Mage and Priest. 

Specific changes from Un'goro:

Drop all Crabs, Bittertide Hydra, Argent Squires, Swipes etc. to allow inclusion of Taunt package. 

Ravasaur runt, Eggnapper, and Pantry Spider were found to be inferior to Dire Wolf Alpha. Increasing your 1 attack taunts is immensely more powerful in destroying other Aggro decks' ability to trade into your minions. 

Why the Taunt Package? They are simply incredibly efficient for their mana cost, synergize well with buffs, synergize well with controlling the board and protecting your other minions, and, unless they are dealt with right away, can make it near-impossible for your opponent to ever reclaim the board without a significant board clear.

Living Mana allows you to extend into some board clears, forcing them into playing them, and then immediately refilling the board with treants. Unless your opponent has been lucky enough to have drawn all the necessary board clears in time, this frequently ends the game the next turn. 

Mulligans:

Earlygame goal is to build up a board of 3-5 minions, and trade only if necessary to maintain Board Control. 

you therefor always toss any card 4 mana or higher, except in very specific matchup decisions with a play in mind and innervate. And of course, always toss Patches (and a 2nd Bloodsail Corsair)

Keep 1 cards always. Especially with the Coin. 

Keep 2 mana Beasts that are good on their own(Druid of the Swarm, Power of the Wild). Only keep Dire Wolf Alpha if you have a reasonable guarantee of other minions being on board. Keep Mark of Y'Sharrj only if you have a 1 or 2 mana Beast also being kept. 

Keep 3 mana taunts, toss Savage Roar. 

Keeping 1 Innervate is okay when going 2nd, and can be used to play a 3-4 mana card early. 

 

In the game, establish a board early via cheap minions and aoe buffs on 3+ targets, 2 targets are fine aswell if they allow you to take a high value trade. 

Transition into playing 2-3 Taunt minions, looking to play Stoneshell Scavenger on 2+ targets. When you have 2 or more Taunt minions already in play, it is usually best to go face with everything you can.