I've been toying with a lot of decks lately, trying create an anti-aggro deck that performs well in the late game. A "best of both worlds" if you will for the ladder. Obviously this is harder to pull off because of the direct dichotomy of Hunter/Zoo aggro and Warrior/Handlock/Priest control. I present to you, the Blocker Druid.
With 2xSunfury Protector and 2xDefender of Argus any of the minions can be granted taunt and that's where this deck shines for early and mid-game.
Late Game
The same principle in the early game applies to the late game, except with more powerful, minions to target. Rag is a great target for taunt if they've already spent their removal cards, e.g. Black Knight, Hex. As is Ysera and Sylvanas Windrunner.
What about Wild Growth?
I have fallen out of favor of Wild Growth. It works really well if you draw it opening hand, but if you draw it on turn 4 against aggro, it's a super dead card. More often than I not end up cycling it out, which is a huge waste of mana post-turn-10. The odds are against you on this card. Let me explain:
There is a 19% chance to draw one if you go first, and 25% chance to draw one if you go second. If we assume you cycle all your cards to grab one, it's 36% and 47% respectively. That means in the best case scenario you're 50/50 on getting one. What makes it worse is that you're going to end up playing it on turn 2, which is the turn you're supposed to be removing minions or dropping your own.
So far: 1-1 against Control Priests, 1-0 against weird budget Handlock.
I find myself in the familiar Druid position of not much happening early game. Earthen Ring Farseer you'd like to save to heal, and Sunfury Protector and Defender of Argus you'd like to save for when you have things to taunt. Keeper of the Grove wants a good 2-damage or silence target. Maybe I value their Battlecries too much.
I don't think any of those issues are unique to this deck, though. That's just Druid.
Late game is solid, as long as you aren't facing double Mind Control. :-(
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Feel free to add me if you play on NA! iMPose#1429
This critique is based on a deck that i've built very very very similar to this in the past and it had not worked after a 20-30 game trial run. Here is what i found:
You cant do much vs aggro with this because by the time youve got your argus out, theres nothing to put it on. Adding Haunted Creeps, Eggs and maybe Claw brings it in line with aggro destruction. Creep and Egg syergizes with Sunfury, Argus and MotW. Claw is early removal with a small heal/damage null. Too many hand cloggers to draw into, late game without a really solid 4 drop and limited 5 drops which is the BEEF you need vs heavy control and to finish aggro off. Throwing Yeti in is actually great as innervate pulls off nice combos getting major board control.
EDIT: Also i could never consistently get Sunfury and Ancients together quickly enough for it to make a difference vs aggro. I had them owled and either ignored or killed. Sap is this decks worst enemy and what seems like an auto-lose vs Miracle.
I've been toying with a lot of decks lately, trying create an anti-aggro deck that performs well in the late game. A "best of both worlds" if you will for the ladder. Obviously this is harder to pull off because of the direct dichotomy of Hunter/Zoo aggro and Warrior/Handlock/Priest control. I present to you, the Blocker Druid.
Early Game
Ancient Watcher, Earthen Ring Farseer, and Harvest Golem are your starter minions. These guys can get buffed with Mark of the Wild and Mark of Nature. You also have your standard Wrath and Swipe for simple removal. Keeper of the Grove is both great to remove and buff up.
With 2xSunfury Protector and 2xDefender of Argus any of the minions can be granted taunt and that's where this deck shines for early and mid-game.
Late Game
The same principle in the early game applies to the late game, except with more powerful, minions to target. Rag is a great target for taunt if they've already spent their removal cards, e.g. Black Knight, Hex. As is Ysera and Sylvanas Windrunner.
What about Wild Growth?
I have fallen out of favor of Wild Growth. It works really well if you draw it opening hand, but if you draw it on turn 4 against aggro, it's a super dead card. More often than I not end up cycling it out, which is a huge waste of mana post-turn-10. The odds are against you on this card. Let me explain:
There is a 19% chance to draw one if you go first, and 25% chance to draw one if you go second. If we assume you cycle all your cards to grab one, it's 36% and 47% respectively. That means in the best case scenario you're 50/50 on getting one. What makes it worse is that you're going to end up playing it on turn 2, which is the turn you're supposed to be removing minions or dropping your own.
Please give feedback for the deck. :)
Interesting build. I'll give it a shot, thanks for sharing.
Feel free to add me if you play on NA! iMPose#1429
Let me know what you think. And give me an upvote if you like it!
What rank are you playing this at? It looks interesting but I'd like to hear some results before I try anything
So far: 1-1 against Control Priests, 1-0 against weird budget Handlock.
I find myself in the familiar Druid position of not much happening early game. Earthen Ring Farseer you'd like to save to heal, and Sunfury Protector and Defender of Argus you'd like to save for when you have things to taunt. Keeper of the Grove wants a good 2-damage or silence target. Maybe I value their Battlecries too much.
I don't think any of those issues are unique to this deck, though. That's just Druid.
Late game is solid, as long as you aren't facing double Mind Control. :-(
Feel free to add me if you play on NA! iMPose#1429
Rank 4 atm.
This critique is based on a deck that i've built very very very similar to this in the past and it had not worked after a 20-30 game trial run. Here is what i found:
You cant do much vs aggro with this because by the time youve got your argus out, theres nothing to put it on. Adding Haunted Creeps, Eggs and maybe Claw brings it in line with aggro destruction. Creep and Egg syergizes with Sunfury, Argus and MotW. Claw is early removal with a small heal/damage null. Too many hand cloggers to draw into, late game without a really solid 4 drop and limited 5 drops which is the BEEF you need vs heavy control and to finish aggro off. Throwing Yeti in is actually great as innervate pulls off nice combos getting major board control.
EDIT: Also i could never consistently get Sunfury and Ancients together quickly enough for it to make a difference vs aggro. I had them owled and either ignored or killed. Sap is this decks worst enemy and what seems like an auto-lose vs Miracle.
Instead of the watchers that are very clunky maybe try with Zombie Chow? With two Mark of the Wild and Defender of Argus i can see some merit in Echoing Ooze and maybe The Black Knight too. Should fit 1 Big Game Hunter somewhere too, for added sinergy with the marks.
My comments refer mostly to the wild format.
All great suggestions. Thanks.