Rank 5 Budget Beast Druid[No Adventures]
- Last updated Nov 29, 2016 (Yogg Nerf)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Token Druid
- Crafting Cost: 1320
- Dust Needed: Loading Collection
- Created: 4/29/2016 (Old Gods)
- Ignaris
- Registered User
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- 1
- 5
- 23
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Battle Tag:
Ignaris
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Region:
US
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Total Deck Rating
32
Hey everyone, my name is Ignaris and I have played hearthstone for 2 years now.
So far, this deck has gotten me to rank 4 in standard. I plan to push for legend with this deck and will edit this article if i do.
The purpose of this deck is to serve as an easy budget option for new players. Since the deck does not use any expansions it isn't optomized perfectly.
Guide: Ok, so this guide is here for players with a basic understanding of strategy and the games mechanics if you haven't completed the tutorial yet go do that and get back to this.
This deck is a midrange druid deck and thus the idea is to control the early game with several creatures and push for lethal late game.
Zoo: One of the hardest matches to play right, the goal here is to kill his first two boards than rush for lethal. The Zoo deck will outlast you if you go card for card so try to make favorable trades. Key Cards: Swipe is really important in this matchup as well as druid of the claw.
N'zoth paladin: In this matchup it all comes down to whether he draws his board clears or not. If he draws all his board clears then sorry you aren't winning this one. If he doesn't then you want to push for a suprise lethal with savage roar. Most paladins won't heal at 20 hp leaving them open to retaliation.
Rogue: Rogue are this decks bane. Their removal counters this deck perfectly. If you face a Rogue your only hope is that they draw poorly.
Freeze mage: I've faced several freeze mage recently. This matchup is strongly favorable for you. They will often be forced to use their fireballs and damage dealing spells to your minions. And if they don't you can often cast Savage Roar to close the game out.
C'thun Druid: This is an interesting matchup, You can often out value them early game and by then you should have a strong enough board to kill the dark Arakkoa.
Card Synergies: Ok, so this isn't a combo deck but who said combo decks can have all the fun?
Jungle Panther and Wildwalker if you play Jungle panther on turn 3 and Wildwalker on turn 4 that gives you a 4/5 and a 4/4.
Violet Teacher and Power of the Wild: Due to ordering Violet Teacher triggers first so keep that in mind.
Mark of Yshaarj and any beast: This one is pretty self explanatory but keep in mind that Mark of Yshaarj can be used on non-beasts. Dont try to be too greedy with it if i enables a favorable trade.
Savage Roar and the druids: This one isn't really a synergy but its something to keep in mind. Since the druids can gain charge this enables some amount of burst damage such as 8 from Druid of the claw savage roar.
Mulligans: Always keep innervate. Always keep Druid of the claw and living roots as well.
Keep any minion that costs 4 or more if you have an inervate.
Keep Mark of Yshaarj if you have early game synergy.
Never keep Savage Roar.
Keep Wildwalker if you have Druid of the claw or Nungle Panther in hand. This overiddes my statement of never keep a 4 drop unless innervate.
Zoo: Always keep one swipe.
Other than that I don't really have to much advice. In general mulligan for your good early game minions and you should be set
Some changes I would make if you have access to the expansions and more legendaries Would be to substitute Fandral Staghelm for one Wildwalker . Also substitute druid of the flames for the jungle panther if you have access to blackrock mountain or Mounted Raptor if you have LOE.
At 10 likes I will right a guide for this deck and if you ever have any questions just ask below or friend me in-game my username is also Ignaris.
Good Luck!
does this deck still work?
The deck should get you to rank ten but after that you will start seeing a lot of Shamans and Rogues neither of which is a great matchup.
That being said I am testing it out now out of curiosity and will get back to you.
ok thx
Alright yes, at higher ranks from 10-5 the deck encounters too many bad matchups. but this is a good f2p deck to climb torank 15 and 10 if you get the right matchups.
this deck is strange but it works for me!
Glad to hear it. :) I admit the deck is a little strange since its a cross between token druid and a full on beast druid.
So in general you don't need the ramp since you wont often have a 5 and a 1 drop on turn 5. Best case scenario for ramp is that you coin this on turn 3 to play a 5 drop on turn 4. The other option, the slime, is more vulnerable to small removal like rockbiter or frostbolt. In that case its better to just play a yeti. Savage Combatant is less vulnerable to such removal though it is still pretty vulnerable. I would say that if you are playinga ton of aggro decks than think about substituting in the Mire Keeper. Otherwise stick with the Savage Combatant which is better against control.
Why not run knight of the Wild?
So early on I had 2 of them in place of the Tigers. Tempo wise they weren't the greatest. Unless you get a good curve you aren't playing it on turn 4 or even 3 and its better to play a Druid of the Claw on turn 5. Additionally, the lack of stealth and beast synergy actually greatly reduces its value. The reason being that stealth can really help against control decks as a finisher. Few decks can deal with that Paladin and Mage being the main classes that can kill it without Doomsayer and a taunt. My final thoughts would be that Knight of The Wild is more powerful in several cases but ends up being more inconsistent overall.
Guide please!!
I will finish writing it up today.
Wonderful!!
Glad you like it. :)