I've used this deck and done fairly well with it. The general thrust of this deck is to use your mana boosting cards early, and then drop heavy minions in the end to overpower your opponent. Jade Blossom and Mire Creepers help put minions on the board while building your mana. Healing spells and mid-range taunts keep you alive to reach upper levels of mana.
You can win the game by either dropping Y'shaarj, or comboing off of Aviana and Kun. Many times, your opponent will leave if you drop a huge minion on turn 3 (which can happen with the right card configuration).
Deck weaknesses tend to be pirate decks, and late game wipes after the Aviana combo which leaves you with no more cards to drop.
This deck is a lot of fun, and I'm happy to be sharing it with you all. Thanks for looking.
Is it even possible to get to that late game? With the way the meta is always so aggressive it doesn't seem like you would live long enough to make it that far. I have a friend who makes a lot of decks like this, with tons of big mana late game cards, but he can never survive long enough because of all the aggressive aggro decks.
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You do not truly know someone, until you fight them.....
Is there a special reason why Fandral Staghelm is not included? Sure, there are not that many cards that can benefit from its ability, but still enough in my opinion. On top of that, it's a soft taunt that can be helpful in some match-ups.
I'm not a big fan of Healing Touch, I think Swipe would help more against aggro, wouldn't it?
Typically I bypass 4 mana and by that point I rather drop an actual taunt (Druid of the claw or Dark Arrakoa). However, Swipe could be beneficial instead of Healing Touch. However, I like Healing touch in case I get pummeled by an overly aggressive aggo deck early.
Is it even possible to get to that late game? With the way the meta is always so aggressive it doesn't seem like you would live long enough to make it that far. I have a friend who makes a lot of decks like this, with tons of big mana late game cards, but he can never survive long enough because of all the aggressive aggro decks.
I've made it to late game many times. The druid hero power helps mitigate some aggro, and the healing helps you come back from deep deficits in optimal conditions. That said, yeah, an aggro deck can ruin your day, especially if you get a bad draw.
Typically I beat aggro if I can hit my first meaty taunt by turn 3 or 4, or heal my way through the damage into a later meaty taunt.
I understand that, but the problem wth Healing Touch is that it doesn't change the board state at all, so you're likely to be pummeled even harder in the next turn.
It's an intriguing deck though, the idea to use Aviana and Kun either as a combo or separately is interesting :)
I use healing touch to avoid getting in a position where I have board control, but low health. For example, I may have a board full of huge minions, but a mage or a warlock can snipe you with their spells and end the game. Healing touch helps boost my health back up to a decent levels. In that sense, HT can be used on back end and the front end.
With that said, some AoE can't hurt. I'll replace one of the HTs with swipe and see what can come from the results.
Feral Rage heals you for 8 (for 3 mana) but can be 4 damage as well (which is useful), Healing Touch heals you for 8 (for 3 mana) but can't be 4 damage as well
I can see a clear winner here. Unless you want to Healing touch a minion of yours, but that is such a rare occurance in Druid, Feral Rage is strictly better.
Feral Rage heals you for 8 (for 3 mana) but can be 4 damage as well (which is useful), Healing Touch heals you for 8 (for 3 mana) but can't be 4 damage as well
I can see a clear winner here. Unless you want to Healing touch a minion of yours, but that is such a rare occurance in Druid, Feral Rage is strictly better.
Additionally the armor can have a multiplying effect when stacked with an additional FR or Kun.
So yeah I agree. I'll change it. :)
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I've used this deck and done fairly well with it. The general thrust of this deck is to use your mana boosting cards early, and then drop heavy minions in the end to overpower your opponent. Jade Blossom and Mire Creepers help put minions on the board while building your mana. Healing spells and mid-range taunts keep you alive to reach upper levels of mana.
You can win the game by either dropping Y'shaarj, or comboing off of Aviana and Kun. Many times, your opponent will leave if you drop a huge minion on turn 3 (which can happen with the right card configuration).
Deck weaknesses tend to be pirate decks, and late game wipes after the Aviana combo which leaves you with no more cards to drop.
This deck is a lot of fun, and I'm happy to be sharing it with you all. Thanks for looking.
Is it even possible to get to that late game? With the way the meta is always so aggressive it doesn't seem like you would live long enough to make it that far. I have a friend who makes a lot of decks like this, with tons of big mana late game cards, but he can never survive long enough because of all the aggressive aggro decks.
You do not truly know someone, until you fight them.....
Just aswell use Feral rage instead of healing touch since it has the same effect, but is more flexible if you need 4 damage instead
Feral Rage heals you for 8 (for 3 mana) but can be 4 damage as well (which is useful),
Healing Touch heals you for 8 (for 3 mana) but can't be 4 damage as well
I can see a clear winner here. Unless you want to Healing touch a minion of yours, but that is such a rare occurance in Druid, Feral Rage is strictly better.