Hey guys, currently working on building up a Druid deck that focuses on Card advantage. Basically almost all cards in this deck will either draw you a card or trade favorably. It also involves having choices (Druid cards that allow you to choose their functionality). There were a lot of other cards I wanted to add into the deck, but ran out of space, and I am having a hard time deciding.
Other choice of cards include:
Novice Engineer: More card draw and a potential minion to buff
Extra Abomination x1: Strong deathrattle and usually trades favorably. Two should almost always keep you save against Hunter OTK decks.
Extra Defender of Argus x1: same as Abomination: anti OTK and minion buff.
Extra Keeper of the Grove x1: More choice, also only 1 silence is a bit dangerous.
Savage Roar x1: A quick burst of damage potentially against other stall decks.
Bite x1: Mainly as a creature removal and or 4 extra health against burn decks (gonna try and take out naturalize for this).
Took out Naturalize for Big Game Hunter, while they are both Creature removal, naturalize has more targets. But BGH can serve as damage output as well.
Soul of the Forest: Goes with the theme of the deck, but I find that I usually don't ever get to use it on more than 2 minions if at all.
Druid of the Claw x1 or 2: either extra damage or survivability, but don't know how to fit it in.
Force of Nature x1: potential combo card with other cards listed here, but situational and hard to fit.
Ancient of Lore x1 or 2: I want to fit this card in, maybe I will take out an argent commander or azure drake for one.
Faerie Dragon: Very strong 2 drop, but hard to fit in regular play mode (potential sideboard), deck does lack 3/2 2 drops.
Hogger: Minion generation, plus protection against aggro decks.
The deck does fairly well against the over all population in ranked. However, some decks are more difficult than others.
Weaknesses:
Mage Burn decks that stall out until your death, because my damage out put may not be high enough to put them down before they get all the required cards.
High aggro decks, if starting hand is weak and can't deal with onslaught of minions.
Your deck looks pretty nice. The only problems I can see with it are a slight lack of consistency at the mid-range (too many 1x cards all condensed) and perhaps a weak early game. I'd say you need A second keeper of the grove, and if you absolutely want abomination, fit a second one in there. I would suggest removing argus and perhaps rag since while rag is amazing, this style of deck will probably not need him. Alternatively, you could replace either the abominations or the argent commanders with Druid of the claw, which is very flexible and durable. As for your early game, if you don't want to get rid of your loot hoarders, I'd suggest maybe adding in claw to the deck, by removing 2 mid-cost cards. The main reasoning behind this is that you need to be able to actually keep minions in play to buff them, and losing board advantage early will often mean that nothing you play will survive more than one turn.
i hope this helps =)
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Hey guys, currently working on building up a Druid deck that focuses on Card advantage. Basically almost all cards in this deck will either draw you a card or trade favorably. It also involves having choices (Druid cards that allow you to choose their functionality). There were a lot of other cards I wanted to add into the deck, but ran out of space, and I am having a hard time deciding.
Other choice of cards include:
Novice Engineer: More card draw and a potential minion to buff
Extra Abomination x1: Strong deathrattle and usually trades favorably. Two should almost always keep you save against Hunter OTK decks.
Extra Defender of Argus x1: same as Abomination: anti OTK and minion buff.
Extra Keeper of the Grove x1: More choice, also only 1 silence is a bit dangerous.
Savage Roar x1: A quick burst of damage potentially against other stall decks.
Bite x1: Mainly as a creature removal and or 4 extra health against burn decks (gonna try and take out naturalize for this).
Took out Naturalize for Big Game Hunter, while they are both Creature removal, naturalize has more targets. But BGH can serve as damage output as well.
Soul of the Forest: Goes with the theme of the deck, but I find that I usually don't ever get to use it on more than 2 minions if at all.
Druid of the Claw x1 or 2: either extra damage or survivability, but don't know how to fit it in.
Force of Nature x1: potential combo card with other cards listed here, but situational and hard to fit.
Ancient of Lore x1 or 2: I want to fit this card in, maybe I will take out an argent commander or azure drake for one.
Faerie Dragon: Very strong 2 drop, but hard to fit in regular play mode (potential sideboard), deck does lack 3/2 2 drops.
Gnomish Inventor: Card draw plus minion to buff.
Hogger: Minion generation, plus protection against aggro decks.
The deck does fairly well against the over all population in ranked. However, some decks are more difficult than others.
Weaknesses:
Mage Burn decks that stall out until your death, because my damage out put may not be high enough to put them down before they get all the required cards.
High aggro decks, if starting hand is weak and can't deal with onslaught of minions.
Your deck looks pretty nice. The only problems I can see with it are a slight lack of consistency at the mid-range (too many 1x cards all condensed) and perhaps a weak early game. I'd say you need A second keeper of the grove, and if you absolutely want abomination, fit a second one in there. I would suggest removing argus and perhaps rag since while rag is amazing, this style of deck will probably not need him. Alternatively, you could replace either the abominations or the argent commanders with Druid of the claw, which is very flexible and durable. As for your early game, if you don't want to get rid of your loot hoarders, I'd suggest maybe adding in claw to the deck, by removing 2 mid-cost cards. The main reasoning behind this is that you need to be able to actually keep minions in play to buff them, and losing board advantage early will often mean that nothing you play will survive more than one turn.
i hope this helps =)