i wanted to try Taunt Druid again (good olds days).
It sucks, a lot. 6 stars lost. I do not understand why.
In this meta, taunt druid is that bad for real? Or maybe the list are just bad? Or for legend and not ladder? Make me understand this... because i can't
Taunt Druid is a not a bad deck, at all. In fact, I've seen it appear far more often lately. The most important phase in this deck is the mulligan. And unlike other Druid decks, Taunt Druid isn't that simple. For example, many Druid decks revolve around drawing your deck, and Taunt Druid actually desires the opposite. It's a Recruit-heavy deck, so drawing with, for example, Branching Paths is generally a bad idea.
It's also punished heavy by not properly reading your opponent's deck/hand. You have to know which decks run Silence, and even worse, can create Beasts for you that mess up your Rezz pool. Examples of this are Control Mage (Polymorph) and Shaman (Hex). It's important to know when you have to Naturalize your Hadronox straight away, to avoid Silences or Transforms. Likewise, it's also important to identify when there is no pressure from your opponent.
Lastly, don't rush the revival of your Taunts. You're vulnerable to fatigue damage, because you Recruit about half your deck. Not Naturalizing your Hadronox but Cubing it instead, can mean the difference between burning out and being able to go for the long haul. And in this light, keep track of your deceased Taunt-minions. Using one Hadronox to rezz 2 Ironwood Golems, will mean you have 4 in the next instance of reviving Hadronox. Late game, you do not want that.
It seems like a brainless deck, but misplays are severely punished, more so than with other Druid decks. It's important to identify your role in the matchup. Are you beating your opponent up late-game, or will you be able to provide pressure from the start. Another reason why your mulligan can make you lose games on the spot.
Don't think about me like a baby raging,
i understand that isn't simple. You are right, i did a lot of missplays drawing heavy...
6 games is a piss in space, not enough 2 draw any conclussions
Now I'm imagining how it would feel like to piss in space.
Though to the topic I think Taunt Druid is a really decent deck in Standard and even in Wild. Just give it a couple more goes and you'll get the hang of it!
Rollback Post to RevisionRollBack
Add me up if you're looking for someone to play friendly matches with! I play on EU. LuckyScrub#2745
6 games is a piss in space, not enough 2 draw any conclussions
Now I'm imagining how it would feel like to piss in space.
Though to the topic I think Taunt Druid is a really decent deck in Standard and even in Wild. Just give it a couple more goes and you'll get the hang of it!
Taunt Druid is a not a bad deck, at all. In fact, I've seen it appear far more often lately. The most important phase in this deck is the mulligan. And unlike other Druid decks, Taunt Druid isn't that simple. For example, many Druid decks revolve around drawing your deck, and Taunt Druid actually desires the opposite. It's a Recruit-heavy deck, so drawing with, for example, Branching Paths is generally a bad idea.
It's also punished heavy by not properly reading your opponent's deck/hand. You have to know which decks run Silence, and even worse, can create Beasts for you that mess up your Rezz pool. Examples of this are Control Mage (Polymorph) and Shaman (Hex). It's important to know when you have to Naturalize your Hadronox straight away, to avoid Silences or Transforms. Likewise, it's also important to identify when there is no pressure from your opponent.
Lastly, don't rush the revival of your Taunts. You're vulnerable to fatigue damage, because you Recruit about half your deck. Not Naturalizing your Hadronox but Cubing it instead, can mean the difference between burning out and being able to go for the long haul. And in this light, keep track of your deceased Taunt-minions. Using one Hadronox to rezz 2 Ironwood Golems, will mean you have 4 in the next instance of reviving Hadronox. Late game, you do not want that.
It seems like a brainless deck, but misplays are severely punished, more so than with other Druid decks. It's important to identify your role in the matchup. Are you beating your opponent up late-game, or will you be able to provide pressure from the start. Another reason why your mulligan can make you lose games on the spot.
I always thought taunt druid was the least demanding. With maly, there are multiple ways to win, taunt is very clear to play.
Taunt Druid is a not a bad deck, at all. In fact, I've seen it appear far more often lately. The most important phase in this deck is the mulligan. And unlike other Druid decks, Taunt Druid isn't that simple. For example, many Druid decks revolve around drawing your deck, and Taunt Druid actually desires the opposite. It's a Recruit-heavy deck, so drawing with, for example, Branching Paths is generally a bad idea.
It's also punished heavy by not properly reading your opponent's deck/hand. You have to know which decks run Silence, and even worse, can create Beasts for you that mess up your Rezz pool. Examples of this are Control Mage (Polymorph) and Shaman (Hex). It's important to know when you have to Naturalize your Hadronox straight away, to avoid Silences or Transforms. Likewise, it's also important to identify when there is no pressure from your opponent.
Lastly, don't rush the revival of your Taunts. You're vulnerable to fatigue damage, because you Recruit about half your deck. Not Naturalizing your Hadronox but Cubing it instead, can mean the difference between burning out and being able to go for the long haul. And in this light, keep track of your deceased Taunt-minions. Using one Hadronox to rezz 2 Ironwood Golems, will mean you have 4 in the next instance of reviving Hadronox. Late game, you do not want that.
It seems like a brainless deck, but misplays are severely punished, more so than with other Druid decks. It's important to identify your role in the matchup. Are you beating your opponent up late-game, or will you be able to provide pressure from the start. Another reason why your mulligan can make you lose games on the spot.
Idk, it’s BY FAR the easiest deck to pilot, perhaps besides odd paladin
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi folks,
i wanted to try Taunt Druid again (good olds days).
It sucks, a lot. 6 stars lost.
I do not understand why.
In this meta, taunt druid is that bad for real? Or maybe the list are just bad? Or for legend and not ladder?
Make me understand this... because i can't
Leper Gnome
Maybe just some badluck or badplays, sometimes I win with weird decks that does not mean its viable nor losing with tier 1 decks make them trash tier
You need more highroles with Master Oakheart ;)
https://outof.cards
Don't think about me like a baby raging,
i understand that isn't simple.
You are right, i did a lot of missplays drawing heavy...
I will play it again,
thank you
Leper Gnome
Now I'm imagining how it would feel like to piss in space.
Though to the topic I think Taunt Druid is a really decent deck in Standard and even in Wild. Just give it a couple more goes and you'll get the hang of it!
Add me up if you're looking for someone to play friendly matches with! I play on EU. LuckyScrub#2745
Sure,
i'll try
Leper Gnome
I always thought taunt druid was the least demanding. With maly, there are multiple ways to win, taunt is very clear to play.
Taunt druid is not bad its just that in the current meta its easier to counter Taunt Druid than Malygos (or combo druid) in general.
- Williamo's card gallery -
Idk, it’s BY FAR the easiest deck to pilot, perhaps besides odd paladin