Argent Commander: Pretty simple, you can trade or charge on the oponnent face in the first turn, 4 attack keep him out of priests reach (SW:P & SW:D), so he gives you options and do something in the turn he is played.
Azure Drake: 5 turn card draw plus spellpower, you can even hold him and play followed by a spell when facing heavy control decks, so he gives you a card and do something in the turn he is played.
Keeper of the Grove: Silence or damage, so gives you options and do something in the turn he is played.
Nourish: 1 of them added by suggestion and i do not regret it, very good card, gives you mana or card advantage in the late game, when playing aggressive you will want that mana, but when playing control or losing the tides of the game, 3 cards are very good.
Starfall 1 of them added by suggestion, helps you to keep the board under control, you have options and one in the deck never hurts, very good card.
Claw, Wrath and Faerie Dragon: Early game control, they help you to build your way to the late game and all of them are threats to your oponnent so, very good cards.
Novice Engineer: Early card draw and a good target for buffs when facing control decks, they will have to deal with a angry enginner in the first turns.
Druid of the Claw: My favorite druid card, it adapts very easy to the game you are playing, you can go charge against control or taunt against aggro decks, they are also a very good target to buffs (when not facing priests).
Ogre Magi: Good card, 4/4 and gives you spellpower, can combo with starfire (10 turn) or claw (8 turn) when facing heavy control and are a threat to your oponnent to deal with baiting removals.
Swipe: I love this card, if you combo with spellpower you can clean the board and damage the enemy hero very hard, it helps you against aggro and control decks because you have the option to choose your target, very good card.
Ragnaros the Firelord Very good finisher, do something in the turn he is played and is a big threat to your oponnent, when facing a priest make sure to be prepared for MC.
Big Game Hunter I was not sure about this guy, its a good 3 drop 4/2 isnt that bad and his battlecry can save the day sometimes, remember that you can buff enemy minions to kill with this guy.
Naturalize This card is amazing with this deck, you can remove that taunt in the late game and finish with your charges, very good card.
Force of Nature Amazing six drop, gives you a lot of options and you can split damage all over the board, good finisher.
Ancient of Lore Amazing late game card draw, can also save your game sometimes.
Strategies and Tips:
When Facing Heavy Control Decks: Play aggressive, use your claws, charge minions and spells to hit your enemy, wait to drop azure drake and ogre to combo with a spell and maximize damage, hold your buffs to charge with your minions, hold your hand and combo to max damage, most of your minions will not last 1 turn on the board so make them worth it.
When Facing Aggro Decks: Play control, use your claws, faerie dragons and wolfriders to keep the board clean in the first rounds, use your spells to clean the board and gain control, trade your minions and build your way to the endgame and board control.
These strategies may or may not work, you will have to adapt accordingly to each situation, you will never face the same oponnent ever, even if his nickname didnt change, he learned something and will play different against you this time, so adapt, thats why i love this deck, it gives you options and most of the cards can help you to adapt to the current situation and change the game.
Possible Additions
Harrison Jones in place of 1x Azure Drake: Can help you to deal with weapon heavy decks and also gives you cards, very good card.
Cenarius in place of 1x Ancient of Lore: Very good card gives you options to finish the game or stall.
This is quite a nice little deck. It can get some solid wins and it's easy to make on a budget. The only real criticism that I have is that the deck can easily get outpaced with decks that opt for aggressive card advantage (ie: priests that abuse Northshore Cleric/Acolyte of Pain). I found myself losing every time that happened. There comes a point where the deck just runs out of steam and I'm sitting there with one card in my hand and my opponent has a distinct advantage.
Thank you for your feedback, any changes you suggest?
When playing against priest i always go really control mid game to avoid that "drop a cleric, do some trades and heal everyone with holy nova, buy lots of cards", but i know that you cant avoid it everytime, priest decks tend to be very strong mid game, but if you manage some good trades with yetis and go aggressive on controlling the board, most of the times you will have the game on your hands by the late game.
Right now i am having a problem facing aggro mages, because when i have the board under my control in the late game he just finish me with pyro, fireballs.
I've run a very low end but similar deck since hitting level 6 on Druid, and have won almost every game I've played with it, despite making it with only level 6 cards and a single expert pack. I'll check what I have and maybe work toward this one.
i'm running a variation of this deck in 3 star master with some slight differences,
I replaced the wolf riders with scarlet crusaders (not sure on this, if anyone would comment that'd be great).
i replaced the yetis with ancients of lore for late game draw, and the novice engineers with one big game hunter and one ooze (both of these i feel is highly required).
i kind of still miss Starfall but it's been going good so far. Still lose to late game control priests but hey, who doesn't. EDIT: I JUST BEAT ONE YAY
i'm running a variation of this deck in 3 star master with some slight differences,
I replaced the wolf riders with scarlet crusaders (not sure on this, if anyone would comment that'd be great).
i replaced the yetis with ancients of lore for late game draw, and the novice engineers with one big game hunter and one ooze (both of these i feel is highly required).
i kind of still miss Starfall but it's been going good so far. Still lose to late game control priests but hey, who doesn't. EDIT: I JUST BEAT ONE YAY
Nice changes, i was really thinking about ooze and big game hunter, but i am not sure about the wolfrider change, because its good early game and acts like a 3 mana 3 damage and late game you can have a buffed wolfrider chargin on your enemy face (i have won a lot of times this way).
No problem. A good discussion will make this the best deck it can possibly be! :)
I am really on the fence about the wolf riders vs scarlet crusaders thing. My rationale is that you can sometimes 2-for-1 creeps with scarlet crusaders especially against non-poking hero powers. Wolf rider is clearly better against Mages, Druids and Rogues that can take the scarlet crusader easily.
Hadn't thought about the late-game charge+buff to snatch a win, good point there too! Just made the choice tougher..
Ran a slight variation of this deck for my druid daily, and this worked out pretty well. I only had 1 Keeper, and 1 Argent Commander, so I subbed in 1 Nourish (since card draw was commented on being a problem) and 1 Ancient of War, since I liked the idea of his versatililty (and have used his 10 att burst before with hilarious results).
I got my 2 wins without a loss, so mission accomplished. I'll keep this deck around for future Druid dailies. :)
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It seems as if you have a nice deck here however, I'd like to suggest a few changes.
1. Swipe - Swipe is nice because you get the choice of where to put that 4 damage and then have it deal 1 damage to all other enemies however, I'd remove it for 2 Starfall simply because, while Swipe is good, Starfall is better.
3. Faerie Dragon - Though Faerie Dragon is a fantastic minion I'd like to suggest removing it for, perhapse, 2 Jungle Panther. I LOVE that Panther because, unlike the Faerie Dragon, you can still buff it even though it's in stealth and therefore use it to remove potential threats or simply deal a boat-load of damage to your opponent's hero.
Do you really have that much success with mark of nature? Those buffs always get silenced for me. War of Ancient too :( For some reason I always get smacked by silences.
It seems as if you have a nice deck here however, I'd like to suggest a few changes.
1. Swipe - Swipe is nice because you get the choice of where to put that 4 damage and then have it deal 1 damage to all other enemies however, I'd remove it for 2 Starfall simply because, while Swipe is good, Starfall is better.
3. Faerie Dragon - Though Faerie Dragon is a fantastic minion I'd like to suggest removing it for, perhapse, 2 Jungle Panther. I LOVE that Panther because, unlike the Faerie Dragon, you can still buff it even though it's in stealth and therefore use it to remove potential threats or simply deal a boat-load of damage to your opponent's hero.
I hope this was helpful. Have a good one!
Thanks for your suggestions, actually i was running with 2 Starfall before but control decks were smashing me so i changed to swipe because i can at least make my azure drake worth it at turn 9 by playing him followed by swipe on enemy face, Starfall is really good but cant target players so i think that swipe gives me more options on the run.
Spellbreaker is one card i am really thinking on changing, i know it have saved me a lot of times against buffs, priests and even spellpower heavy mage decks but sometimes it's a dead card, thanks for your suggestion.
Faerie Dragons are really good turn 2 drop, but panthers are really strong too, i think its more a playstyle decision.
Do you really have that much success with mark of nature? Those buffs always get silenced for me. War of Ancient too :( For some reason I always get smacked by silences.
I replaced it with dark iron dwarf, i can use it to buff my faerie dragons / wolfriders for good trades and still have a body on the board.
Regarding your reason for keeping Swipe and Starfall. I actually overlooked the part about Swipe being controllable damage and how Starfall isn't. I'll keep this in mind for the future. Thank you! :)
Regarding your reason for keeping Faerie Dragon. While I understand that you're keeping it for playstyle reasons, I'd like to point out that, if you went with the Jungle Panther and kept Mark of Nature you'd be able to create either an 8/2 minion with Stealth or a 4/6 minion with Stealth and Taunt. Yes, I realise that Taunt doesn't take affect if your minion's in Stealth but that's the beauty of the combo (you choose when to reveal the minion). You either have an 8/2 or a 4/6 with Taunt just waiting to be revealed so it can yell "SURPRISE!" to your opponent. :P
i swapped the Dragon out for a couple of oozes. I find the amount of weapon rogues/warriors/paladins/hunters/shamans is climbing higher and they are more valuable.
I have also sideboarded in Starfall if i find myself competing against hunter/shaman/warlock rush decks quite a bit that day.
I don't like Mark of Nature that much because of the cost, BUT it has won games or saved my ass quite a bit.
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This is the build i am currently running:
Cards:
Argent Commander: Pretty simple, you can trade or charge on the oponnent face in the first turn, 4 attack keep him out of priests reach (SW:P & SW:D), so he gives you options and do something in the turn he is played.
Azure Drake: 5 turn card draw plus spellpower, you can even hold him and play followed by a spell when facing heavy control decks, so he gives you a card and do something in the turn he is played.
Keeper of the Grove: Silence or damage, so gives you options and do something in the turn he is played.
Nourish: 1 of them added by suggestion and i do not regret it, very good card, gives you mana or card advantage in the late game, when playing aggressive you will want that mana, but when playing control or losing the tides of the game, 3 cards are very good.
Starfall 1 of them added by suggestion, helps you to keep the board under control, you have options and one in the deck never hurts, very good card.
Claw, Wrath and Faerie Dragon: Early game control, they help you to build your way to the late game and all of them are threats to your oponnent so, very good cards.
Novice Engineer: Early card draw and a good target for buffs when facing control decks, they will have to deal with a angry enginner in the first turns.
Druid of the Claw: My favorite druid card, it adapts very easy to the game you are playing, you can go charge against control or taunt against aggro decks, they are also a very good target to buffs (when not facing priests).
Ogre Magi: Good card, 4/4 and gives you spellpower, can combo with starfire (10 turn) or claw (8 turn) when facing heavy control and are a threat to your oponnent to deal with baiting removals.
Starfire: 5 Damage and draw a card, i love it.
Swipe: I love this card, if you combo with spellpower you can clean the board and damage the enemy hero very hard, it helps you against aggro and control decks because you have the option to choose your target, very good card.
Ragnaros the Firelord Very good finisher, do something in the turn he is played and is a big threat to your oponnent, when facing a priest make sure to be prepared for MC.
Big Game Hunter I was not sure about this guy, its a good 3 drop 4/2 isnt that bad and his battlecry can save the day sometimes, remember that you can buff enemy minions to kill with this guy.
Naturalize This card is amazing with this deck, you can remove that taunt in the late game and finish with your charges, very good card.
Force of Nature Amazing six drop, gives you a lot of options and you can split damage all over the board, good finisher.
Ancient of Lore Amazing late game card draw, can also save your game sometimes.
Strategies and Tips:
When Facing Heavy Control Decks: Play aggressive, use your claws, charge minions and spells to hit your enemy, wait to drop azure drake and ogre to combo with a spell and maximize damage, hold your buffs to charge with your minions, hold your hand and combo to max damage, most of your minions will not last 1 turn on the board so make them worth it.
When Facing Aggro Decks: Play control, use your claws, faerie dragons and wolfriders to keep the board clean in the first rounds, use your spells to clean the board and gain control, trade your minions and build your way to the endgame and board control.
These strategies may or may not work, you will have to adapt accordingly to each situation, you will never face the same oponnent ever, even if his nickname didnt change, he learned something and will play different against you this time, so adapt, thats why i love this deck, it gives you options and most of the cards can help you to adapt to the current situation and change the game.
Possible Additions
Harrison Jones in place of 1x Azure Drake: Can help you to deal with weapon heavy decks and also gives you cards, very good card.
Cenarius in place of 1x Ancient of Lore: Very good card gives you options to finish the game or stall.
Bloodmage Thalnos in place of 1x Novice Engineer: Cheap spellpower and card draw, amazing card.
Leeroy Jenkins in place of 1x Force of Nature: Cheap charge, good finisher.
The Black Knight in place of 1x Big Game Hunter: Very good card, can combo with druid buffs to kill threats.
Any suggestions please comment below.
Thank you in advance.
Changelog:
27 Oct 2013 - 2x Dark Iron Dwarf in place of 2x Mark of Nature
30 Oct 2013 - 1x Nourish and 1x Starfall in place of 2x Spellbreaker
2x Ogre Magi in place of 2x Chillwind Yeti
05 Nov 2013 - 1x Naturalize and 1x Ragnaros the Firelord in place of 2x Dark Iron Dwarf
05 Nov 2013 - 1x Big Game Hunter and 1x Ancient of Lore in place of 2x Wolfrider
I am now 10 out of 11 and Just won my first game in masters with this deck.
Woow, nice, thanks for your feedback, how you are feeling about the mid game?
This is quite a nice little deck. It can get some solid wins and it's easy to make on a budget. The only real criticism that I have is that the deck can easily get outpaced with decks that opt for aggressive card advantage (ie: priests that abuse Northshore Cleric/Acolyte of Pain). I found myself losing every time that happened. There comes a point where the deck just runs out of steam and I'm sitting there with one card in my hand and my opponent has a distinct advantage.
In short: fun, cheap, but does have a weakness.
Mid game is fine. Early game trouble like Northshire Cleric is tough. And Warlock Overwhelm decks are tricky. Overall it's good though
Thank you for your feedback, any changes you suggest?
When playing against priest i always go really control mid game to avoid that "drop a cleric, do some trades and heal everyone with holy nova, buy lots of cards", but i know that you cant avoid it everytime, priest decks tend to be very strong mid game, but if you manage some good trades with yetis and go aggressive on controlling the board, most of the times you will have the game on your hands by the late game.
Right now i am having a problem facing aggro mages, because when i have the board under my control in the late game he just finish me with pyro, fireballs.
I've run a very low end but similar deck since hitting level 6 on Druid, and have won almost every game I've played with it, despite making it with only level 6 cards and a single expert pack. I'll check what I have and maybe work toward this one.
Nice deck,, I find it to be a priest killer, only lost to one and that was because he hit me in the face with a 28/28 minion.... cool story bro.
I subbed in a Cairne Bloodhoof and leery just for shits n giggles because those cards are awesome to use in druid decks :D
Pretty awesome deck. I've posted it in http://hearthhead.com/deck=4041/commander-druid
with credits.
Nice i dont have they yet, keep me posted how they are doing.
Thank you.
i'm running a variation of this deck in 3 star master with some slight differences,
I replaced the wolf riders with scarlet crusaders (not sure on this, if anyone would comment that'd be great).
i replaced the yetis with ancients of lore for late game draw, and the novice engineers with one big game hunter and one ooze (both of these i feel is highly required).
i kind of still miss Starfall but it's been going good so far. Still lose to late game control priests but hey, who doesn't. EDIT: I JUST BEAT ONE YAY
Nice changes, i was really thinking about ooze and big game hunter, but i am not sure about the wolfrider change, because its good early game and acts like a 3 mana 3 damage and late game you can have a buffed wolfrider chargin on your enemy face (i have won a lot of times this way).
Thanks for the feedback.
No problem. A good discussion will make this the best deck it can possibly be! :)
I am really on the fence about the wolf riders vs scarlet crusaders thing. My rationale is that you can sometimes 2-for-1 creeps with scarlet crusaders especially against non-poking hero powers. Wolf rider is clearly better against Mages, Druids and Rogues that can take the scarlet crusader easily.
Hadn't thought about the late-game charge+buff to snatch a win, good point there too! Just made the choice tougher..
Yes i was thinking about that too, i am running now with 2 Dark Iron Dwarf in the place of Mark of Nature.
Ran a slight variation of this deck for my druid daily, and this worked out pretty well. I only had 1 Keeper, and 1 Argent Commander, so I subbed in 1 Nourish (since card draw was commented on being a problem) and 1 Ancient of War, since I liked the idea of his versatililty (and have used his 10 att burst before with hilarious results).
I got my 2 wins without a loss, so mission accomplished. I'll keep this deck around for future Druid dailies. :)
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
It seems as if you have a nice deck here however, I'd like to suggest a few changes.
1. Swipe - Swipe is nice because you get the choice of where to put that 4 damage and then have it deal 1 damage to all other enemies however, I'd remove it for 2 Starfall simply because, while Swipe is good, Starfall is better.
2. Spellbreaker - I'm not entirely sure as to why you have 2 Spellbreaker in your deck as well as 2 Keeper of the Grove but considering you are using the keeper I'd remove the 2 Spellbreaker and add in at least one Nourish in it's place and, perhaps, one Innervate.
3. Faerie Dragon - Though Faerie Dragon is a fantastic minion I'd like to suggest removing it for, perhapse, 2 Jungle Panther. I LOVE that Panther because, unlike the Faerie Dragon, you can still buff it even though it's in stealth and therefore use it to remove potential threats or simply deal a boat-load of damage to your opponent's hero.
I hope this was helpful. Have a good one!
Do you really have that much success with mark of nature? Those buffs always get silenced for me. War of Ancient too :( For some reason I always get smacked by silences.
Thanks for your suggestions, actually i was running with 2 Starfall before but control decks were smashing me so i changed to swipe because i can at least make my azure drake worth it at turn 9 by playing him followed by swipe on enemy face, Starfall is really good but cant target players so i think that swipe gives me more options on the run.
Spellbreaker is one card i am really thinking on changing, i know it have saved me a lot of times against buffs, priests and even spellpower heavy mage decks but sometimes it's a dead card, thanks for your suggestion.
Faerie Dragons are really good turn 2 drop, but panthers are really strong too, i think its more a playstyle decision.
I replaced it with dark iron dwarf, i can use it to buff my faerie dragons / wolfriders for good trades and still have a body on the board.
@Slipknabos
You're welcome for the suggestions.
Regarding your reason for keeping Swipe and Starfall. I actually overlooked the part about Swipe being controllable damage and how Starfall isn't. I'll keep this in mind for the future. Thank you! :)
Regarding your reason for keeping Faerie Dragon. While I understand that you're keeping it for playstyle reasons, I'd like to point out that, if you went with the Jungle Panther and kept Mark of Nature you'd be able to create either an 8/2 minion with Stealth or a 4/6 minion with Stealth and Taunt. Yes, I realise that Taunt doesn't take affect if your minion's in Stealth but that's the beauty of the combo (you choose when to reveal the minion). You either have an 8/2 or a 4/6 with Taunt just waiting to be revealed so it can yell "SURPRISE!" to your opponent. :P
In any case. I hope things work out for you! ^.^
i swapped the Dragon out for a couple of oozes. I find the amount of weapon rogues/warriors/paladins/hunters/shamans is climbing higher and they are more valuable.
I have also sideboarded in Starfall if i find myself competing against hunter/shaman/warlock rush decks quite a bit that day.
I don't like Mark of Nature that much because of the cost, BUT it has won games or saved my ass quite a bit.