Lets try to keep things civil, I know a lot of people have issues from rank 7-5, it's probably the wonkiest area on the ladder because people are playing all sorts of stuff in those tiers. The meta becomes more stable once you hit 4 and you tend to see less variance as well which allows this deck to perform better. I'm not sure if it makes a difference what region you play in, but I'm working on building this deck on EU so I will have a better idea of the difference if I ever grind up enough dust to make this deck (lol).
numlockd What kind of match-ups are you seeing at your rank? This season isn't easy and I've played against a few known players like DuckwingFACE still climbing up the ladder at around 3 when I was climbing and my friends from previous seasons that were legend are struggling right now as well. This deck has a huge variance in strategies and 1 mistake can often make you lose a match-up you should rightfully win and I would disagree that this deck is RNG based, I think with the lower curve and not having 10 1 mana drops makes this deck play different from say Aggro Pally/Mage/Hunter/Warlock.
If you are facing a lot of Handlocks however, this deck will fail you and I won't deny that. I do list Handlocks as the absolute worst match-up and it's actually not even based on what you draw. If Handlocks draw well, you lose, if they don't draw well, you can win if you know how to play the match-up. You can have god draws in this match-up and it wouldn't matter because if they have double Molten Sunfury Watcher Shadowflame, what are you going to do? Soulfire discarding Mountain Giants in this match-up is also super bad for you because Mountain Giants are supposed to be dead cards for them in this match.
With every other match-up, you have a good chance against except for Priest where it's literally just how lucky the Priest gets. Without thoughtsteal, I feel like the Priest has literally zero chance of winning against Token Druid.
Control Warriors are a little rough too, but that really depends how good the Warrior's draws are. You still have the advantage in this match-up as strange as it sounds. You really want to put on as much aggression as possible and force the Warrior to answer you. When you start seeing the Warrior's hand thin down to like 2-3 cards, you basically won the match.
Brawl is a key card in this match, you really never lose if the opponent doesn't have brawl and around turn 5 you really have to play towards it. I would start dropping only 1 weak card at a time to keep pressure up and hero power for the rest of my mana and see if they Brawl. Once you hit turn 6 or 7 and no brawl, it's probably safe to say they don't have it and you should just go hard.
Having a huge field with 4-6 minions makes Savage Roar early really good. You have 2 and dropping the opponent's health is better for your tempo. You also should realize that using your Hero Power to finish stuff off in this match-up is essential. Your health from 30-15 doesn't matter because of Alexstrasza, but in most cases I play around that by taking any type of damage to the face (I'll even swipe, hero power a Baron Geddon if my life doesn't drop below 15 because it doesn't matter).
Just focus on burning down the opponent's armor and control your flooding before Brawl and then re-flood your board after Brawl. CLEAR ALL MINIONS, it is not worth leaving minions on the field. Save Wrath for card draw or taking out Korkrons or larger minions. Don't be afraid to give your opponent 2 cards from Acolyte of Pain if you can efficiently clear the opponent's board of multiple annoyances by Spell Power Swiping something else.
Sometimes you will lose and being a card game, there will always be some sort of RNG, but this deck minimizes a lot of it with having Innervates to cheat the curve and low drops that start from 1. Make your board hard to deal with and it should be ok as you build your forces up to SR multiple times to victory. Good luck.
Just like to say thanks for the deck share and excellent write up. After struggling with a priest deck at rank 8/9 I'm having a lot more fun and performing better playing this deck. Question regarding Druid of the Claw, how often do you pick cat form and in which match ups? After playing control for so long my natural instinct is to always pick bear!
Too many Black Knights out and about. Cat is the more often the way to go these days. It's not that great a loss in "value." Maybe it even creates more value.
The original deck designer chinkyminks actually does make some of those changes, particularly Faerie Dragon replacement for Kobold, however I feel like the spellpower becomes more clutch in a lot of situations and Kobold usually isn't removed by any means other than through face damage or via another minion anyways.
Kobold really is about the spellpower + body combo. The way I play it seems like I am just throwing it away, but it's nearly always a top deck bait or a removal bait in the same way Violet Teacher seems to not ever live for a single turn if the opponent has a say in it.
Dire Wolf Alpha hits the board with no additional benefit or threat, it can be taken care of whenever. I don't go cat form Druid of the Claw to kill a minion very often, let alone a minion with 5 health so there really isn't a benefit to it. The rest are just uninteresting subs in my opinion. They don't offer the same things, Ironbeak Owl might be the most useful of all the subs and Acidic Swamp Ooze could help with a few matches, but I don't feel like they are needed to win. I do say Warrior is a hard match-up, but they can Gorehowl up and attack my minions all they want, my winrate against them is still over 50% (I have probably lost like 2 Control Warrior matches so far with this deck and it's still the only deck I play in legend in top 100).
Also to add: It's true that Druid of the Claw is worth a lot more in cat form most of the time as affirmed by the other posters. It's worth is all about how much damage your opponent takes from it and hitting them in the face for 4 is usually more than you'll ever get. Against certain classes though like Rogue, they tend to poison up and hit it to kill it which is even better, 8 damage is super value. More and you probably already won.
Hi Siky, do you think it`s ok to play the lootharder until druid in the first roundds, or is this not so good (because the Hero from druid?
I would play it even against Mages. The point of Loot Hoarder is to cycle, deal a little bit of damage and waste your enemy's turn. If I had Kobold Geomancer and Loot Hoarder in my hand though and I also had a turn 3 play like Harvest Golem, I would drop Kobold Geomancer instead, but if I didn't have a good next turn play, Loot Hoarder would be better to help me maintain tempo advantage.
Also, I will write part on Priest, there wasn't a solid build before, but the new one is a little bit more refined, even though I still think Priest are massively RNG based when it comes to any match-up, the match-up is now annoying enough that some advice is warranted. I played a few sets against a friend that played a deck like this and honestly, it basically boiled down to if the Priest got Injured Blademaster or Auchenai Soulpriest + Circle of Healing, if they didn't they would lose horribly, if they did they most likely won unless I had the perfect cards to deal with Blademaster or to re-flood after Soulpriest clear.
I have tried it, but it's not consistent. It's useless in some match-ups and bad in others. In a deck where pretty much every draw matters, naturalize being a dead card would probably cost you games in the current meta. 2x Savage Roar serves as removal that works in similar fashion. You remove stuff off the board while hopefully maintaining some momentum without giving your opponent more draws for outs.
Right now the current meta is really painful, subbing any 1 card could kill you if you get a bad draw which is what you're trying to avoid the most with Token Druid. The low curve and the minions played are trying to stick to a very easy to remove board and you just want this large momentum swing from the start to the finish or dog fight it out until you can unleash Savage Roar.
That said, I can't really remember what situation you might want to have Naturalize that would net you the win if otherwise you wouldn't. You could make one up theoretically, but removing that card from your deck for an entire's day worth of match-ups would make a pretty large difference. If you must and really wanted to include it just to see, the only card worth subbing out is Imp Master. I still like Imp Master as it eats removal for you, but I also know a lot of people think nothing of the card as well.
I mean that's just how the match-up goes. I think as the meta shifts more, Token Druid will just go out of flavor. There are too many decks that make Token Druid not even worth playing at the moment especially on EU. NA it's still quite viable, but from the limited time I have to play on EU it's not fun or worth playing over there. Even in the good matches for you, people play very very slowly and if that's the case you might as well play with a deck that is control and more stable against most decks.
The goal of Token Druid was like Zoo, play a lot of games quickly, win or lose it doesn't matter too much, but with good plays you'll get more wins. If the games are going to be slow, might as well play Handlock or even Zoo.
Token Druid will come back when hardcore anti-aggro control dies down again. It's like a wave, right now it's just bad for Token Druid most likely.
I'm at rank 8 with 25 wins right now on EU, but due to time constraints, I'm not sure if I will be able to accurately give advice on that side of the ladder as I'm just too busy to really play from now until the end of the season. I can already tell though, the meta on EU makes playing this deck rough, maybe even unviable at the higher ranks (5+) due to just the even matches upgrading their tech to deal with you. Token Druid's popularity hurts it's own viability lol.
Yeah looks like the meta is swinging away from token. Started having quite a tough time, also had too many mirror matches that I didn't enjoy playing, so put it on hold until next season.
I mean that's just how the match-up goes. I think as the meta shifts more, Token Druid will just go out of flavor. There are too many decks that make Token Druid not even worth playing at the moment especially on EU. NA it's still quite viable, but from the limited time I have to play on EU it's not fun or worth playing over there. Even in the good matches for you, people play very very slowly and if that's the case you might as well play with a deck that is control and more stable against most decks.
The goal of Token Druid was like Zoo, play a lot of games quickly, win or lose it doesn't matter too much, but with good plays you'll get more wins. If the games are going to be slow, might as well play Handlock or even Zoo.
Token Druid will come back when hardcore anti-aggro control dies down again. It's like a wave, right now it's just bad for Token Druid most likely.
I'm at rank 8 with 25 wins right now on EU, but due to time constraints, I'm not sure if I will be able to accurately give advice on that side of the ladder as I'm just too busy to really play from now until the end of the season. I can already tell though, the meta on EU makes playing this deck rough, maybe even unviable at the higher ranks (5+) due to just the even matches upgrading their tech to deal with you. Token Druid's popularity hurts it's own viability lol.
I'm currently on EU and with this deck have climbed from rank 9 to rank 5 with a win rate of about 60%. Maybe I've just been lucky, but I don't feel that the meta has shifted too much and I've not ran into a single mirror matchup yet.
It's not really a matter of problem, but it's that I have no idea what changes are happening in the Shaman meta. There are so many Shaman decks coming out now whereas there was only 1 before and that match-up was super easy. Now they've changed stuff and it's become more difficult again, but there are a few variations floating around on both servers which makes mulligans hard. You can still win in those match-ups, but now it honestly feels like if they get 2 max value lightning storms you lose which apparently happens a lot to me where every Shaman just rolls high and I can't do anything about it.
I feel like Shaman ALWAYS has Light Storm/Wolves in a timely manner. I've never ever beaten a Shaman in any quick way whatsoever. Am I just being paranoid? Playing too slowly?
And on an unrelated note, does anyone else find that you just queue into specific things depending on your deck? I must have played about 55% handlock/zoo last night, but as soon as I switch over to a deck that didn't auto die to handlock, I play nothing but midrange lock and aggro paladin. I don't get it, it's super frustrating.
edit: I just don't see how Shaman is an easy MU. They have SO much removal, and if they have early Wolves/Flametongue, how do you even deal with that?
I feel like Shaman ALWAYS has Light Storm/Wolves in a timely manner. I've never ever beaten a Shaman in any quick way whatsoever. Am I just being paranoid? Playing too slowly?
And on an unrelated note, does anyone else find that you just queue into specific things depending on your deck? I must have played about 55% handlock/zoo last night, but as soon as I switch over to a deck that didn't auto die to handlock, I play nothing but midrange lock and aggro paladin. I don't get it, it's super frustrating.
edit: I just don't see how Shaman is an easy MU. They have SO much removal, and if they have early Wolves/Flametongue, how do you even deal with that?
You just take the match-up slowly. It's easier when you know what cards are in the Shaman deck and I've beaten Doomhammer Shaman decks as well. It's an annoying match-up if they aren't netdecking popular Shaman decks because they can surprise you with stuff such as if they are a Windfury burst deck (which isn't as popular anymore) as opposed to a regular tempo deck.
The match is slow, you don't win fast against them. You are basically doing the exact same thing they are doing if they had Bloodlust. Maintaining a board of 3-5 minions and waiting for Lightning Storm x2, if it doesn't come when you have a big board and Savage Roar, they die.
If you continue to clear, what is their Flametongue supposed to buff? You don't ignore totems in this match-up. Your Swipe usage is important, you don't Swipe Feral Spirits if you don't have a follow-up turn that involves putting down minions. Using onboard minions, Wrath, baiting out Hexes on Argent Squire + Blood Knight combo so you can have a better chance of keeping Violet Teacher alive. You're just trying to control the board, clear and grow your army for Savage Roar ender.
As for Zoo/Handlock match-ups. I dream for Zoo match-ups, it's the Handlock ones that suck, but maybe that's me.
There wasn't a standard deck for Priest a month ago, there's a few now, but I am no longer running this deck so it's hard for me to give any accurate up to date strategies. The deck is a bit dated and the meta has also shifted beyond it's value at the time.
Lets try to keep things civil, I know a lot of people have issues from rank 7-5, it's probably the wonkiest area on the ladder because people are playing all sorts of stuff in those tiers. The meta becomes more stable once you hit 4 and you tend to see less variance as well which allows this deck to perform better. I'm not sure if it makes a difference what region you play in, but I'm working on building this deck on EU so I will have a better idea of the difference if I ever grind up enough dust to make this deck (lol).
numlockd What kind of match-ups are you seeing at your rank? This season isn't easy and I've played against a few known players like DuckwingFACE still climbing up the ladder at around 3 when I was climbing and my friends from previous seasons that were legend are struggling right now as well. This deck has a huge variance in strategies and 1 mistake can often make you lose a match-up you should rightfully win and I would disagree that this deck is RNG based, I think with the lower curve and not having 10 1 mana drops makes this deck play different from say Aggro Pally/Mage/Hunter/Warlock.
If you are facing a lot of Handlocks however, this deck will fail you and I won't deny that. I do list Handlocks as the absolute worst match-up and it's actually not even based on what you draw. If Handlocks draw well, you lose, if they don't draw well, you can win if you know how to play the match-up. You can have god draws in this match-up and it wouldn't matter because if they have double Molten Sunfury Watcher Shadowflame, what are you going to do? Soulfire discarding Mountain Giants in this match-up is also super bad for you because Mountain Giants are supposed to be dead cards for them in this match.
With every other match-up, you have a good chance against except for Priest where it's literally just how lucky the Priest gets. Without thoughtsteal, I feel like the Priest has literally zero chance of winning against Token Druid.
Control Warriors are a little rough too, but that really depends how good the Warrior's draws are. You still have the advantage in this match-up as strange as it sounds. You really want to put on as much aggression as possible and force the Warrior to answer you. When you start seeing the Warrior's hand thin down to like 2-3 cards, you basically won the match.
Brawl is a key card in this match, you really never lose if the opponent doesn't have brawl and around turn 5 you really have to play towards it. I would start dropping only 1 weak card at a time to keep pressure up and hero power for the rest of my mana and see if they Brawl. Once you hit turn 6 or 7 and no brawl, it's probably safe to say they don't have it and you should just go hard.
Having a huge field with 4-6 minions makes Savage Roar early really good. You have 2 and dropping the opponent's health is better for your tempo. You also should realize that using your Hero Power to finish stuff off in this match-up is essential. Your health from 30-15 doesn't matter because of Alexstrasza, but in most cases I play around that by taking any type of damage to the face (I'll even swipe, hero power a Baron Geddon if my life doesn't drop below 15 because it doesn't matter).
Just focus on burning down the opponent's armor and control your flooding before Brawl and then re-flood your board after Brawl. CLEAR ALL MINIONS, it is not worth leaving minions on the field. Save Wrath for card draw or taking out Korkrons or larger minions. Don't be afraid to give your opponent 2 cards from Acolyte of Pain if you can efficiently clear the opponent's board of multiple annoyances by Spell Power Swiping something else.
Sometimes you will lose and being a card game, there will always be some sort of RNG, but this deck minimizes a lot of it with having Innervates to cheat the curve and low drops that start from 1. Make your board hard to deal with and it should be ok as you build your forces up to SR multiple times to victory. Good luck.
I find that token druid is pretty consistent if it gets the cards it needs. If you get a good draw, you usually beat their good draw.
Just like to say thanks for the deck share and excellent write up. After struggling with a priest deck at rank 8/9 I'm having a lot more fun and performing better playing this deck. Question regarding Druid of the Claw, how often do you pick cat form and in which match ups? After playing control for so long my natural instinct is to always pick bear!
Too many Black Knights out and about. Cat is the more often the way to go these days. It's not that great a loss in "value." Maybe it even creates more value.
The original deck designer chinkyminks actually does make some of those changes, particularly Faerie Dragon replacement for Kobold, however I feel like the spellpower becomes more clutch in a lot of situations and Kobold usually isn't removed by any means other than through face damage or via another minion anyways.
Kobold really is about the spellpower + body combo. The way I play it seems like I am just throwing it away, but it's nearly always a top deck bait or a removal bait in the same way Violet Teacher seems to not ever live for a single turn if the opponent has a say in it.
Dire Wolf Alpha hits the board with no additional benefit or threat, it can be taken care of whenever. I don't go cat form Druid of the Claw to kill a minion very often, let alone a minion with 5 health so there really isn't a benefit to it. The rest are just uninteresting subs in my opinion. They don't offer the same things, Ironbeak Owl might be the most useful of all the subs and Acidic Swamp Ooze could help with a few matches, but I don't feel like they are needed to win. I do say Warrior is a hard match-up, but they can Gorehowl up and attack my minions all they want, my winrate against them is still over 50% (I have probably lost like 2 Control Warrior matches so far with this deck and it's still the only deck I play in legend in top 100).
Also to add: It's true that Druid of the Claw is worth a lot more in cat form most of the time as affirmed by the other posters. It's worth is all about how much damage your opponent takes from it and hitting them in the face for 4 is usually more than you'll ever get. Against certain classes though like Rogue, they tend to poison up and hit it to kill it which is even better, 8 damage is super value. More and you probably already won.
I would play it even against Mages. The point of Loot Hoarder is to cycle, deal a little bit of damage and waste your enemy's turn. If I had Kobold Geomancer and Loot Hoarder in my hand though and I also had a turn 3 play like Harvest Golem, I would drop Kobold Geomancer instead, but if I didn't have a good next turn play, Loot Hoarder would be better to help me maintain tempo advantage.
Also, I will write part on Priest, there wasn't a solid build before, but the new one is a little bit more refined, even though I still think Priest are massively RNG based when it comes to any match-up, the match-up is now annoying enough that some advice is warranted. I played a few sets against a friend that played a deck like this and honestly, it basically boiled down to if the Priest got Injured Blademaster or Auchenai Soulpriest + Circle of Healing, if they didn't they would lose horribly, if they did they most likely won unless I had the perfect cards to deal with Blademaster or to re-flood after Soulpriest clear.
Have you ever consider Naturalise to remove taunt for finishing blow? Or getting out of sticky situations when there's a threat too big to deal with.
I have tried it, but it's not consistent. It's useless in some match-ups and bad in others. In a deck where pretty much every draw matters, naturalize being a dead card would probably cost you games in the current meta. 2x Savage Roar serves as removal that works in similar fashion. You remove stuff off the board while hopefully maintaining some momentum without giving your opponent more draws for outs.
Right now the current meta is really painful, subbing any 1 card could kill you if you get a bad draw which is what you're trying to avoid the most with Token Druid. The low curve and the minions played are trying to stick to a very easy to remove board and you just want this large momentum swing from the start to the finish or dog fight it out until you can unleash Savage Roar.
That said, I can't really remember what situation you might want to have Naturalize that would net you the win if otherwise you wouldn't. You could make one up theoretically, but removing that card from your deck for an entire's day worth of match-ups would make a pretty large difference. If you must and really wanted to include it just to see, the only card worth subbing out is Imp Master. I still like Imp Master as it eats removal for you, but I also know a lot of people think nothing of the card as well.
I mean that's just how the match-up goes. I think as the meta shifts more, Token Druid will just go out of flavor. There are too many decks that make Token Druid not even worth playing at the moment especially on EU. NA it's still quite viable, but from the limited time I have to play on EU it's not fun or worth playing over there. Even in the good matches for you, people play very very slowly and if that's the case you might as well play with a deck that is control and more stable against most decks.
The goal of Token Druid was like Zoo, play a lot of games quickly, win or lose it doesn't matter too much, but with good plays you'll get more wins. If the games are going to be slow, might as well play Handlock or even Zoo.
Token Druid will come back when hardcore anti-aggro control dies down again. It's like a wave, right now it's just bad for Token Druid most likely.
I'm at rank 8 with 25 wins right now on EU, but due to time constraints, I'm not sure if I will be able to accurately give advice on that side of the ladder as I'm just too busy to really play from now until the end of the season. I can already tell though, the meta on EU makes playing this deck rough, maybe even unviable at the higher ranks (5+) due to just the even matches upgrading their tech to deal with you. Token Druid's popularity hurts it's own viability lol.
Yeah looks like the meta is swinging away from token. Started having quite a tough time, also had too many mirror matches that I didn't enjoy playing, so put it on hold until next season.
I'm currently on EU and with this deck have climbed from rank 9 to rank 5 with a win rate of about 60%. Maybe I've just been lucky, but I don't feel that the meta has shifted too much and I've not ran into a single mirror matchup yet.
Worked well for 9-5, then you hit all the other druids and a bunch of strong decks.
It's not really a matter of problem, but it's that I have no idea what changes are happening in the Shaman meta. There are so many Shaman decks coming out now whereas there was only 1 before and that match-up was super easy. Now they've changed stuff and it's become more difficult again, but there are a few variations floating around on both servers which makes mulligans hard. You can still win in those match-ups, but now it honestly feels like if they get 2 max value lightning storms you lose which apparently happens a lot to me where every Shaman just rolls high and I can't do anything about it.
I feel like Shaman ALWAYS has Light Storm/Wolves in a timely manner. I've never ever beaten a Shaman in any quick way whatsoever. Am I just being paranoid? Playing too slowly?
And on an unrelated note, does anyone else find that you just queue into specific things depending on your deck? I must have played about 55% handlock/zoo last night, but as soon as I switch over to a deck that didn't auto die to handlock, I play nothing but midrange lock and aggro paladin. I don't get it, it's super frustrating.
edit: I just don't see how Shaman is an easy MU. They have SO much removal, and if they have early Wolves/Flametongue, how do you even deal with that?
You just take the match-up slowly. It's easier when you know what cards are in the Shaman deck and I've beaten Doomhammer Shaman decks as well. It's an annoying match-up if they aren't netdecking popular Shaman decks because they can surprise you with stuff such as if they are a Windfury burst deck (which isn't as popular anymore) as opposed to a regular tempo deck.
The match is slow, you don't win fast against them. You are basically doing the exact same thing they are doing if they had Bloodlust. Maintaining a board of 3-5 minions and waiting for Lightning Storm x2, if it doesn't come when you have a big board and Savage Roar, they die.
If you continue to clear, what is their Flametongue supposed to buff? You don't ignore totems in this match-up. Your Swipe usage is important, you don't Swipe Feral Spirits if you don't have a follow-up turn that involves putting down minions. Using onboard minions, Wrath, baiting out Hexes on Argent Squire + Blood Knight combo so you can have a better chance of keeping Violet Teacher alive. You're just trying to control the board, clear and grow your army for Savage Roar ender.
As for Zoo/Handlock match-ups. I dream for Zoo match-ups, it's the Handlock ones that suck, but maybe that's me.
You can say "lol" about priests all you want but they're so annoying. Please make a guide for them.
There wasn't a standard deck for Priest a month ago, there's a few now, but I am no longer running this deck so it's hard for me to give any accurate up to date strategies. The deck is a bit dated and the meta has also shifted beyond it's value at the time.
Definitely get the haunted creeper in as the 2 drop.