Just set up my stream and likely will be streaming this deck and talking through my plays, you can find the stream at http://www.twitch.tv/hero_firebat
Deck Stats 2nd Place in Friday Night Swiss. Lossing 2-3 in final. Went from rank 2 and 1 star to Legend with only 1 loss
I'd like to explain some of the thought that went into this deck.
Why no Force of Nature + Savage Roar combo?
I personally hate not having options, and one of the easiest way to lose options is to play cards that do not have any effect/limited effect until they are used as a finisher or such. In my opinion Force of Nature is a terrible card by itself, and that's because I judge cards by how well the attribute to my board position. and for a kill spell it takes way too much mana to be worth it and cant be bottle necked by taunts. These clunky cards can sit in my hand and make me feel as if I would be better off without them because I'd have better options for board control. So I started experimenting with new ideas.
Why not the standard Ancient Watcher style
Because Ancient Watchers require you to run Defender of Argus, and Sunfury Protector. Which require you to also draw those cards to activate them, or the Keepers to activate them, but in most matchups I have to use my keepers to maintain board or silence their threats, so I dislike having 2 cards that need 4 specific cards to activate them. Instead of limiting myself to how I can play my cards I choose to use the old school mana acceleration Druid engine from season 2.
Wild Growth Timing Techniques
This is kind of hard to explain, but during the game you need to look at your hand and judge how much you need mana, what you can do with mana, and if that need is more that the need of cards. Wild Growth has 2 uses. Either draw a card at 10 or gain mana at the cost of 2 mana that turn. There are many cases where it is more important to get the card later than it is to get the mana now. The deck is focused around choices and how to use these cards that all can have immediate value, or can be saved for alternate values.
So if combos are clunky why are there combos in the deck list
These combo cards are cards that all still hold high value when played individually.
Mark of the Wild - Independently this card can be used against aggro to hold off a lot of annoying hunters or warlock aggro, it is really a great one of, that can almost always have an opportunity to be played. Unless, you are playing vs a deck like handlock that has a measurable number of threats then you know you are safe to save it for the removal combos.
Big Game Hunter - Although a lot of people don't link to drop this card by itself, it is actually on curve! a 4/2 is a 6 point 3 drop which is normal stats. Behind a druid of the claw it can usually trade up, and in the aggro matchups it can take down Animal Companion, Shield Bearer, and Void Walker, all of which can be annoying for the Harvest Golem to deal with.
Faceless Manipulator - In the aggro matchup you can faceless chargers like Doomgaurd, or Argent Commander which can help you stabilize board. And in the control matchups it is mostly saved for countering rag, or for pulling off one of your own deadly combos.
The Combos
Mark of the wild enemy minion with 5 or 6 attack + Big Game Hunter
Mark of the wild enemy minion + Black Knight
Mark of the wild own minion + Faceless
Also note, at 10 mana Mark of the Wild Faceless and Big Game Hunter can all be played at the same time, so you can buff a minion up, copy it, then kill it.
Taking Advantage of New Changes - Because Tinkmaster is gone people will attempt to silence Ysera and ignore it, because the 12 health is simply not worth cutting through, so after it lives a turn: Mark of the Wild + Faceless on Ysera is GG almost every time. And most classes can't do anything to stop this as of now.
Why The Loot Hoarder is in the Deck
This has seemed like an odd choice to many so I decided to put an explination up here. The loot hoarder exists to smooth curve. Statistically if I were to run another Azure it would lead to a lot more opportunities to hang mana on a turn, so in order to combat that in the late game because of all of the 4, 5, and 6 drops loot hoarder was selected. It can also be useful as a body on 2. It is just a multipurpose card that allows for better use of mana and better flow. Plus I feel another drake will cause the deck to be very vulnerable to big board clears like Shadow Flame on an Ancient Watcher, or on a Big Game Hunter, which is Handlocks most common clear since they started playing the Leeroy + Power Overwhelming + Faceless for 20 damage. So they tend to want to hold leeroy, so I feel solid in the mid game and just would like cards to cycle for cheaper that fits the curve instead of having a drake that can be killed by the most common massive clears. Mainly just curve math and lots of formulas on a google docs spread sheet after having the problem of hanging mana in the first place. Because I had originally done the exact thing you are talking about. I find this better.
Best Matchups - Warlock Giants, Warrior Control, Zoo Deck
I'd love to answer any questions, hear any feedback, or listen to any comments about where I could maybe make improvements to the list.
Just an image version of the deck, I find them easier to read than hearthpwn deck displays:
Sure! So there are a lot of general mulligan things a lot of new players miss out on when playing against Warlock, so I'll start with that.
Watch the Warlock
If a Warlock mulligans his entire hand, than this means he is searching for giants, or twilight drakes! Because zoo deck runs 11-10 one drops and he wants to keep those so chances are he doesn't mulligan his whole hand if he's aggro. So you can determine if hes handlock or aggro before you mulligan.
Vs Aggro
Innervate and wild growth are the cards you want, and Harvest Golem, Keeper of the Grove, Swipe, Yeti. Most importantly not wrath! A lot of players want to hold on to wrath, but it is not an effective turn two for this deck because it does not set up a strong turn 3 play because this deck has no awesome 3 drops. Where as wild growth seems like a slow card, but can allow you get the Yeti out earlier and apply pressure and most importantly, swipe before the aggro decks can buff their minions with Defender of Argus. Which is huge.
Vs Handlock
Same sort of cards, but understand you have a counter in the deck for every single one of the threats the handlock deck can throw at you. So save big game, and save keepers to deal with those threats. Also against handlock you will want to, if you have gotten few chances to mana accelerate with wild growth, just innervate out midgame creatures. Whereas if you already have a solid board and considerable lead, you can then save innervate for Ancient of Lore. Which is an extremely strong play that can help snowball a lead.
The mulligan choices are pretty much just that. You don't want loot horder or wrath or anything like that. You want the mana acceleration early if possible and if not you want Harvest Golem and Yetis and stuff. I may be bad at explaining this haha.
Very fun deck. This type of Druid deck has been my main deck since September or so. I love the style.
My main issue right now seems to be Control Warriors, mainly the Salvation decklist that's floating around. It's the only deck I haven't won a game against. It simply feels like the strength of the Warrior's minions simply overpower mine and board control seems neigh impossible to take back if the warrior has it in the midgame.
Also, I've been used to Druid decks that run Bite/Claw, Healing Touch, Earthen Ring Farseer, etc. Very useful against Mages and aggro decks; it allows me to take more to the face without having to trade out my minions. While I hate not using the Ancient of Lore for card draw, do you feel that 2 Lores is enough self-healing when it's needed in a match?
I like loot hoarder over Pagle because it is first off guaranteed a card. Second with the Pagle nerf you need have control of the board to use pagle and because of the ideas behind this deck you don't always have control. Also, Loot Hoarder has the ability to alleviate some pressure early game. Even if they mortal coil your Loot Hoarder they are not using that mana to play a 1 drop so its better for you. While with Pagle it just absorbs 4 damage, they are still going to be able to play all the creatures they want.
Also, I've been used to Druid decks that run Bite/Claw, Healing Touch, Earthen Ring Farseer, etc. Very useful against Mages and aggro decks; it allows me to take more to the face without having to trade out my minions. While I hate not using the Ancient of Lore for card draw, do you feel that 2 Lores is enough self-healing when it's needed in a match?
find that the healing can be a little underwhelming at times, but only when you are unable to get board back. I dislike running cards just for healing because I find that healing only prolongs the game and you still inevitably die, in any matchup except against maybe burn mage which I have not seen yet at legend. So I believe that it is better to have stronger minions that take board better. And based on the wild growth style of the deck you should be likely to skip your 2 turn because you wild growth on 2 to play a yeti on 4 or coin out a druid of the claw on 4. And in the late game I never find myself hanging 3 mana so I can't justify Earthen Rings. I believe what makes this deck stronger than a lot of similar decks is that it doesn't concern itself with healing and reacting to your opponent. It is possible to take the board and immediatly snowball with higher card quality creatures. It is not an easy style to play because you have to be constantly aware of hex, poly, big game hunter, black knight, equality, soulsiphon, shieldslam, execute, and all of the removals. But the deck has the ability to play absolute control style and hold on to cards and play slower than your opponent in the control matchups. I have no issue with control warriors with this deck and I see it as one of the best matchups, as long as you play around Brawls, Shieldslams and Executes. To improve your game against the control warrior you might want to try out playing it for awhile. It is kind of an interesting deck to play against because you have to play really slow because you know they have limited minions and limited damage output possible, and you have to use your knowledge of how their deck works to abuse them and make all of their threats nullified.
What would you replace Cairne and Black Knight with? Or are they necessary for this deck?
Black Knight for sure is necessary, notice the combos with it and such. Also, this isn't really a budget deck and I choose the cards I have chosen based on the options your opponent has to deal with these and based on how it fits the curve. But Cairne can be replaced by a Sunwalker pretty easily. It is more effective for some matchups, and Cairne is more effective in other matchups. It is interesting how similar Cairne and Sunwalker are when you think about it.
I fin warrior to be one of the best matchups, but you must play around their removal and not be afraid to take the game slowly. their only way to kill you should be Alexstraza with Gorehowl on then Gore + Rag Hit on the next turn, or Gore + Grommash Combo. So play around the removal then play around their win conditions and the match should be yours.
I love this deck! Got me to rank 19 to 15 easily. However, I am having a hard time deciding which to mulligan because there are so few early game minions. Do you keep 4 5 drops minion? How about bloodmage thalon (It always gets killed by hero power)? If you get wrath and wild growth, which one do you keep? Thanks!
Edit: After playing a few more games, I think i should always mulligan for wild growth and yeti. The early game is still hard for me tho.
I play a similar style of ramp druid deck, with a few differences. The major one being Nourish. It can set up a really early and game winning ancient of war or similar. I'm also playing gadgetzan auctioneer for the potential late game ability to draw huge numbers of cards with wild growths on 10 mana.
I like your deck and may try the wild growth, but i'd appreciate your thoughts on Nourish.
So what happens when you mulligan and get ysera, black knight and faceless? :)
I haven't played this type of druid, but it seems like a huge curve. I'm running standard SR + FON druid and i'm climbing good, rank 3 atm, but i will give this a try.
Hello, I used this deck and yesterday went from rank 15 to rank 8 with approximately 85 % winrate and 65 % against aggro (played control warrior before).
What do you think about Cairne Bloodhoof vs. Sunwalker vs. Hogger as 6 drops in the range rank 8 -- Legendary? Hogger seems quite fragile, but all 3 can pull out some removal before playing the bigger creatures from the deck.
After rank 10 I also made this change: -1 Ysera ... +1 Cenarius. What is the exact purpose of Ysera in this deck? Ysera is not a winnig card - it is only supportivecard when you are winning it will just speed it up but does not turn the game for your favor. When I play against experienced player Ysera is usually eliminated next round - mage: poly, shaman: hex, war: dmg + execute, hunter: mark + dmg, rogue: evis, priest: alchemist + SW:D, warlock: siphon soul - and paladin and druid? They just silence it and leave it. On the other hand - Cenarius is very situanional - if I have a good board presence it is a huge buff for my minions, if not - 2 small taunts are very good late game. What do you think?
its funny because i'v been playing stupid hunters, zoos, warrior controls and handlocks all over the place with my sham... now I decided to try out this list and first match is against random king mukla paladin, followed by TWO druid controls wtf is wrong with me ): PS: oh I won the second AND the third match, its just funny I cant test it vs the current meta ):
What do you think about Cairne Bloodhoof vs. Sunwalker vs. Hogger as 6 drops in the range rank 8 -- Legendary? Hogger seems quite fragile, but all 3 can pull out some removal before playing the bigger creatures from the deck.
Cairne tilts the control warrior matchup as they have no silence, Sunwalker is better vs aggro, and Hogger is only good when you have board and even then dies to many many things, so I don't suggest it.
After rank 10 I also made this change: -1 Ysera ... +1 Cenarius. What is the exact purpose of Ysera in this deck? Ysera is not a winnig card - it is only supportivecard when you are winning it will just speed it up but does not turn the game for your favor. When I play against experienced player Ysera is usually eliminated next round - mage: poly, shaman: hex, war: dmg + execute, hunter: mark + dmg, rogue: evis, priest: alchemist + SW:D, warlock: siphon soul - and paladin and druid? They justsilence it and leave it. On the other hand - Cenarius is very situanional - if I have a good board presence it is a huge buff for my minions, if not - 2 small taunts are very good late game. What do you think?
I believe that ysera is the ultimate late game card, and should only ever really be played when you know that they have no other ways of dealing with it all of the answers you mentioned are limited. The deck has enough answers to always deal with threats. Ysera because an active card when you play vs a control deck and choose to play slower than them and just control the game completely and draw it out till the bitter end. This is very different than they style I play the deck in when vs aggro or midrange, and depending on the hand I may even try and rush a slower deck. But Ysera is a card that allows you to play complete control style. I won the top deck tournament today and in the finals my opponent drew out all of his cards in 3 of the 4 games, because it was druid on druid, and by playing ysera over cenarius I was able to play slower than him and just not die, and maintain control of the game and play in such a way that ensured I would win because I was never not in control of the match. Maybe for ladder Cenarius is better, but if you are actively judging your hand and reading your opponent it can give you the choice to play slower than you opponent, and I personally love to have that option.
don't have the budget for this deck, so I made my own version with the same concept. What I found out is that sen'jin shieldmasta works really well in this kind of deck for some early game if I don't get a WG in my starting hand / mulligan. what are your thoughts about him?
This is not a style of deck that works on a budget because the main concept behind it is skipping the early game and going to the late game where your cards are better than theirs. Which doesn't work if you budget it. Shieldmasta is a 3/5 so rushing out a 3/5 is not nearly as strong as rushing out a 4/5 like a yeti or some of the more powerful cards. You have to look at the value per mana of the cards stats. Shieldmasta has a place in a lot of decks, but as far as the mechanisms behind this deck, he is not a strong choice in my opinion. I am not so good at making budget decks because I generally focus on tournament play. But if you check out some of the ideas on my deckbuilding teammate Lux's deck that might be a good engine to follow for your budget deck. This style of deck engine doesn't fit with budgeted cards.
I was looking for a decent druid deck with Wild Growth for quite some time now. Went 6:0 so far at rank 3, gj man!
Just set up my stream and likely will be streaming this deck and talking through my plays, you can find the stream at http://www.twitch.tv/hero_firebat
Checkout my YouTube here
Deck Stats
2nd Place in Friday Night Swiss. Lossing 2-3 in final.
Went from rank 2 and 1 star to Legend with only 1 loss
I'd like to explain some of the thought that went into this deck.
Why no Force of Nature + Savage Roar combo?
I personally hate not having options, and one of the easiest way to lose options is to play cards that do not have any effect/limited effect until they are used as a finisher or such. In my opinion Force of Nature is a terrible card by itself, and that's because I judge cards by how well the attribute to my board position. and for a kill spell it takes way too much mana to be worth it and cant be bottle necked by taunts. These clunky cards can sit in my hand and make me feel as if I would be better off without them because I'd have better options for board control. So I started experimenting with new ideas.
Why not the standard Ancient Watcher style
Because Ancient Watchers require you to run Defender of Argus, and Sunfury Protector. Which require you to also draw those cards to activate them, or the Keepers to activate them, but in most matchups I have to use my keepers to maintain board or silence their threats, so I dislike having 2 cards that need 4 specific cards to activate them. Instead of limiting myself to how I can play my cards I choose to use the old school mana acceleration Druid engine from season 2.
Wild Growth Timing Techniques
This is kind of hard to explain, but during the game you need to look at your hand and judge how much you need mana, what you can do with mana, and if that need is more that the need of cards. Wild Growth has 2 uses. Either draw a card at 10 or gain mana at the cost of 2 mana that turn. There are many cases where it is more important to get the card later than it is to get the mana now. The deck is focused around choices and how to use these cards that all can have immediate value, or can be saved for alternate values.
So if combos are clunky why are there combos in the deck list
These combo cards are cards that all still hold high value when played individually.
Mark of the Wild - Independently this card can be used against aggro to hold off a lot of annoying hunters or warlock aggro, it is really a great one of, that can almost always have an opportunity to be played. Unless, you are playing vs a deck like handlock that has a measurable number of threats then you know you are safe to save it for the removal combos.
Big Game Hunter - Although a lot of people don't link to drop this card by itself, it is actually on curve! a 4/2 is a 6 point 3 drop which is normal stats. Behind a druid of the claw it can usually trade up, and in the aggro matchups it can take down Animal Companion, Shield Bearer, and Void Walker, all of which can be annoying for the Harvest Golem to deal with.
Faceless Manipulator - In the aggro matchup you can faceless chargers like Doomgaurd, or Argent Commander which can help you stabilize board. And in the control matchups it is mostly saved for countering rag, or for pulling off one of your own deadly combos.
The Combos
Also note, at 10 mana Mark of the Wild Faceless and Big Game Hunter can all be played at the same time, so you can buff a minion up, copy it, then kill it.
Taking Advantage of New Changes - Because Tinkmaster is gone people will attempt to silence Ysera and ignore it, because the 12 health is simply not worth cutting through, so after it lives a turn: Mark of the Wild + Faceless on Ysera is GG almost every time. And most classes can't do anything to stop this as of now.
Why The Loot Hoarder is in the Deck
This has seemed like an odd choice to many so I decided to put an explination up here. The loot hoarder exists to smooth curve. Statistically if I were to run another Azure it would lead to a lot more opportunities to hang mana on a turn, so in order to combat that in the late game because of all of the 4, 5, and 6 drops loot hoarder was selected. It can also be useful as a body on 2. It is just a multipurpose card that allows for better use of mana and better flow. Plus I feel another drake will cause the deck to be very vulnerable to big board clears like Shadow Flame on an Ancient Watcher, or on a Big Game Hunter, which is Handlocks most common clear since they started playing the Leeroy + Power Overwhelming + Faceless for 20 damage. So they tend to want to hold leeroy, so I feel solid in the mid game and just would like cards to cycle for cheaper that fits the curve instead of having a drake that can be killed by the most common massive clears. Mainly just curve math and lots of formulas on a google docs spread sheet after having the problem of hanging mana in the first place. Because I had originally done the exact thing you are talking about. I find this better.
Best Matchups - Warlock Giants, Warrior Control, Zoo Deck
I'd love to answer any questions, hear any feedback, or listen to any comments about where I could maybe make improvements to the list.
Just an image version of the deck, I find them easier to read than hearthpwn deck displays:
Sure! So there are a lot of general mulligan things a lot of new players miss out on when playing against Warlock, so I'll start with that.
Watch the Warlock
If a Warlock mulligans his entire hand, than this means he is searching for giants, or twilight drakes! Because zoo deck runs 11-10 one drops and he wants to keep those so chances are he doesn't mulligan his whole hand if he's aggro. So you can determine if hes handlock or aggro before you mulligan.
Vs Aggro
Innervate and wild growth are the cards you want, and Harvest Golem, Keeper of the Grove, Swipe, Yeti. Most importantly not wrath! A lot of players want to hold on to wrath, but it is not an effective turn two for this deck because it does not set up a strong turn 3 play because this deck has no awesome 3 drops. Where as wild growth seems like a slow card, but can allow you get the Yeti out earlier and apply pressure and most importantly, swipe before the aggro decks can buff their minions with Defender of Argus. Which is huge.
Vs Handlock
Same sort of cards, but understand you have a counter in the deck for every single one of the threats the handlock deck can throw at you. So save big game, and save keepers to deal with those threats. Also against handlock you will want to, if you have gotten few chances to mana accelerate with wild growth, just innervate out midgame creatures. Whereas if you already have a solid board and considerable lead, you can then save innervate for Ancient of Lore. Which is an extremely strong play that can help snowball a lead.
The mulligan choices are pretty much just that. You don't want loot horder or wrath or anything like that. You want the mana acceleration early if possible and if not you want Harvest Golem and Yetis and stuff. I may be bad at explaining this haha.
Very fun deck. This type of Druid deck has been my main deck since September or so. I love the style.
My main issue right now seems to be Control Warriors, mainly the Salvation decklist that's floating around. It's the only deck I haven't won a game against. It simply feels like the strength of the Warrior's minions simply overpower mine and board control seems neigh impossible to take back if the warrior has it in the midgame.
Also, I've been used to Druid decks that run Bite/Claw, Healing Touch, Earthen Ring Farseer, etc. Very useful against Mages and aggro decks; it allows me to take more to the face without having to trade out my minions. While I hate not using the Ancient of Lore for card draw, do you feel that 2 Lores is enough self-healing when it's needed in a match?
Great idea been looking for a fresh take on Druid! Can you explain Loot Hoarder over Pagle? Thanks.
I like loot hoarder over Pagle because it is first off guaranteed a card. Second with the Pagle nerf you need have control of the board to use pagle and because of the ideas behind this deck you don't always have control. Also, Loot Hoarder has the ability to alleviate some pressure early game. Even if they mortal coil your Loot Hoarder they are not using that mana to play a 1 drop so its better for you. While with Pagle it just absorbs 4 damage, they are still going to be able to play all the creatures they want.
What would you replace Cairne and Black Knight with? Or are they necessary for this deck?
find that the healing can be a little underwhelming at times, but only when you are unable to get board back. I dislike running cards just for healing because I find that healing only prolongs the game and you still inevitably die, in any matchup except against maybe burn mage which I have not seen yet at legend. So I believe that it is better to have stronger minions that take board better. And based on the wild growth style of the deck you should be likely to skip your 2 turn because you wild growth on 2 to play a yeti on 4 or coin out a druid of the claw on 4. And in the late game I never find myself hanging 3 mana so I can't justify Earthen Rings. I believe what makes this deck stronger than a lot of similar decks is that it doesn't concern itself with healing and reacting to your opponent. It is possible to take the board and immediatly snowball with higher card quality creatures. It is not an easy style to play because you have to be constantly aware of hex, poly, big game hunter, black knight, equality, soulsiphon, shieldslam, execute, and all of the removals. But the deck has the ability to play absolute control style and hold on to cards and play slower than your opponent in the control matchups. I have no issue with control warriors with this deck and I see it as one of the best matchups, as long as you play around Brawls, Shieldslams and Executes. To improve your game against the control warrior you might want to try out playing it for awhile. It is kind of an interesting deck to play against because you have to play really slow because you know they have limited minions and limited damage output possible, and you have to use your knowledge of how their deck works to abuse them and make all of their threats nullified.
Black Knight for sure is necessary, notice the combos with it and such. Also, this isn't really a budget deck and I choose the cards I have chosen based on the options your opponent has to deal with these and based on how it fits the curve. But Cairne can be replaced by a Sunwalker pretty easily. It is more effective for some matchups, and Cairne is more effective in other matchups. It is interesting how similar Cairne and Sunwalker are when you think about it.
Thanks for sharing. gonna try it out.
I fin warrior to be one of the best matchups, but you must play around their removal and not be afraid to take the game slowly. their only way to kill you should be Alexstraza with Gorehowl on then Gore + Rag Hit on the next turn, or Gore + Grommash Combo. So play around the removal then play around their win conditions and the match should be yours.
tag
How do you play vs hunter?
I love this deck! Got me to rank 19 to 15 easily. However, I am having a hard time deciding which to mulligan because there are so few early game minions. Do you keep 4 5 drops minion? How about bloodmage thalon (It always gets killed by hero power)? If you get wrath and wild growth, which one do you keep? Thanks!
Edit: After playing a few more games, I think i should always mulligan for wild growth and yeti. The early game is still hard for me tho.
I play a similar style of ramp druid deck, with a few differences. The major one being Nourish. It can set up a really early and game winning ancient of war or similar. I'm also playing gadgetzan auctioneer for the potential late game ability to draw huge numbers of cards with wild growths on 10 mana.
I like your deck and may try the wild growth, but i'd appreciate your thoughts on Nourish.
I think that nourish takes too much mana to use. Wasting an entire turn to do it can completely lose tempo in my opinion.
you basically fixed my ramp deck.
giving this a try as soon as I put my hands in a TBK
edit: just got one in a pack LOL
Retired Hearthstone Columnist
So what happens when you mulligan and get ysera, black knight and faceless? :)
I haven't played this type of druid, but it seems like a huge curve. I'm running standard SR + FON druid and i'm climbing good, rank 3 atm, but i will give this a try.
Hello, I used this deck and yesterday went from rank 15 to rank 8 with approximately 85 % winrate and 65 % against aggro (played control warrior before).
I used -1Cairne Bloodhoof ... +1Loot Hoarder for better early presence.
What do you think about Cairne Bloodhoof vs. Sunwalker vs. Hogger as 6 drops in the range rank 8 -- Legendary? Hogger seems quite fragile, but all 3 can pull out some removal before playing the bigger creatures from the deck.
After rank 10 I also made this change: -1 Ysera ... +1 Cenarius. What is the exact purpose of Ysera in this deck? Ysera is not a winnig card - it is only supportivecard when you are winning it will just speed it up but does not turn the game for your favor. When I play against experienced player Ysera is usually eliminated next round - mage: poly, shaman: hex, war: dmg + execute, hunter: mark + dmg, rogue: evis, priest: alchemist + SW:D, warlock: siphon soul - and paladin and druid? They just silence it and leave it. On the other hand - Cenarius is very situanional - if I have a good board presence it is a huge buff for my minions, if not - 2 small taunts are very good late game. What do you think?
Thanks a lot for a very fun and consistent deck.
its funny because i'v been playing stupid hunters, zoos, warrior controls and handlocks all over the place with my sham... now I decided to try out this list
and first match is against random king mukla paladin, followed by TWO druid controls
wtf is wrong with me ):
PS: oh I won the second AND the third match, its just funny I cant test it vs the current meta ):
Retired Hearthstone Columnist
I was looking for a decent druid deck with Wild Growth for quite some time now. Went 6:0 so far at rank 3, gj man!
Cairne tilts the control warrior matchup as they have no silence, Sunwalker is better vs aggro, and Hogger is only good when you have board and even then dies to many many things, so I don't suggest it.
I believe that ysera is the ultimate late game card, and should only ever really be played when you know that they have no other ways of dealing with it all of the answers you mentioned are limited. The deck has enough answers to always deal with threats. Ysera because an active card when you play vs a control deck and choose to play slower than them and just control the game completely and draw it out till the bitter end. This is very different than they style I play the deck in when vs aggro or midrange, and depending on the hand I may even try and rush a slower deck. But Ysera is a card that allows you to play complete control style. I won the top deck tournament today and in the finals my opponent drew out all of his cards in 3 of the 4 games, because it was druid on druid, and by playing ysera over cenarius I was able to play slower than him and just not die, and maintain control of the game and play in such a way that ensured I would win because I was never not in control of the match. Maybe for ladder Cenarius is better, but if you are actively judging your hand and reading your opponent it can give you the choice to play slower than you opponent, and I personally love to have that option.
This is not a style of deck that works on a budget because the main concept behind it is skipping the early game and going to the late game where your cards are better than theirs. Which doesn't work if you budget it. Shieldmasta is a 3/5 so rushing out a 3/5 is not nearly as strong as rushing out a 4/5 like a yeti or some of the more powerful cards. You have to look at the value per mana of the cards stats. Shieldmasta has a place in a lot of decks, but as far as the mechanisms behind this deck, he is not a strong choice in my opinion. I am not so good at making budget decks because I generally focus on tournament play. But if you check out some of the ideas on my deckbuilding teammate Lux's deck that might be a good engine to follow for your budget deck. This style of deck engine doesn't fit with budgeted cards.
Thanks! Glad its working :D