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Aggro Druid for poor(ish) people

  • Last updated Oct 22, 2017 (Triggered)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Druid
  • Crafting Cost: 3740
  • Dust Needed: Loading Collection
  • Created: 10/22/2017 (Triggered)
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  • Battle Tag:

    elporsche#1990

  • Region:

    EU

  • Total Deck Rating

    11

View 8 other Decks by elporsche1990
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Welcome to this deck, which I am making so I can kill time while my food is ready.

I have been a druid player since MSoG came out and I love it! I used to play green decks back in my MTG days because I enjoy the thrill of summoning humongous minions with little mana.

This time, however, I am playing this version of Aggro Druid because it is the one I could reasonably craft and it has some mild success so far.

Why this deck?

This is mostly a typical Aggro Druid minus the pirate package, with the special addition of late-game cards (Bonemare, Ultimate Infestation) and the previously unused Pilfered Power, which is meant to sacrifice some early game to boost late game. Pilfered Power often means winning the matchups against more minion-heavy decks (so far it has worked against Evolve Shaman and Murloc Paladin and it has mixed results against Tempo Rogue). The deck is meant to give gas past turn 7, when most of the other aggro decks are already exhausted, while keeping the punching power to beat slower decks (it has worked against Jade Druid and Highlander Priest).

 

Card choices:

  • Stonetusk Boar: it is obvious that I don't have Patches the Pirate so I started watching Kolento play his Aggro Druid and it came to my mind that 70% of the times, Patches is there to receive a buff and attack on the same turn (of course being cost-effective). Stonetusk Boar has the disadvantage that it has a net cost of 1 mana, but at that expense, it has synergy with Mark of Y'Shaarj, which often people use to buff Patches, thus forfeiting the card draw.
  • Pilfered Power: like I said before, this card is used to ramp in mid-game, sacrificing aggro power, to make late-game cards available sooner, in order to make better trades with Bonemare and draw cards with Ultimate Infestation
  • Bittertide Hydra: in my eyes the Hydra is a staple card of Aggro Druid, but many people have mixed feelings about it, since it can make you lose an aggro matchup. As is said by people who know far more than I, the Hydra is there to intimidate slow decks with limited removal, but it is a no-brainer that it must be used with caution.

Mulligan:

I don't want to make it extensive, but I'd always keep a 1 Mark of the Lotus, a 1-drop (Enchanted Raven or Fire Fly, often both) and, if starting second, I'd keep the Pilfered Power.

Hope you have fun with this, as I do!

Any questions I'm down here at the comment section.