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[Fun/Strong] Marvel Druid + Full Guide!

  • Last updated May 27, 2016 (Old Gods)
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Wild

  • 11 Minions
  • 19 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Ramp Druid
  • Crafting Cost: 1020
  • Dust Needed: Loading Collection
  • Created: 5/23/2016 (Old Gods)
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  • Battle Tag:

    uppermost#2573

  • Region:

    EU

  • Total Deck Rating

    351

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FULL GUIDE IS UP AND AVAILABLE

Let me know what you think!

Brief Intro

Hello guys, VadoskiN here, an almost exclusive Druid player who likes to tinker with all kinds of deck archetypes (fun or meta-crushing). Since so many people are experiencing with the new C'Thun decks and all around great WoG cards, I brought back my good memories of Miracle Druid to re-create this.

It is a very fun, solid and kinda cheap deck with decent early control against aggro decks. It can also break hell loose against heavy control decks with very little planning. 

I've had huge success with it, getting a 16 win-streak over almost every widely played deck in the meta. Why? Its simple. People don't expect this and once they realize what they play against its sometimes too late.

The Guide

  1. General Mulligan
  2. How to play and game strategy
  3. Replacements
  4. Tips & tricks.
  5. The fun aspect (in construction).

 

1. General Mulligan

 

I'll divide this section in two as it pretty much depends on your opponent's strategy.

Aggro:

Against aggro you want to keep (in order of priority):

  • Living Roots - don't be afraid to Turn 1 - Summon saplings as you can combo them immediately with another Living Roots + Power of the Wild resulting in your aggro opponent pretty much conceding.
  • Wrath
  • Claw - another viable removal and a card that provides 4 HP total heal to the deck.
  • Mounted Raptor - Solid Shredder-like minion often resulting in a 1 for 2 trade
  • Wild Growth - its never a bad time to ramp up
  • Swipe 

 Try to curve well against aggro because you'll be reacting to their board the first few turns! Keep Feral Rage against Warlock's Imp Gang Boss.

Midrange/Control:

Against midrange/control you want to keep (in order of priority):

  • Wild Growth
  • Mounted Raptor
  • Coldlight Oracle - this deck thrives on card draw and that's exactly what we're gonna feed it. I often punish fatty-hand Control decks and even burn their cards. Remember! In this match-up you'll be the most benefited from the card-draw because you'll put them on a clock; most cases if they can't answer to one of your turns you pretty much have an easy match ahead.
  • Gadgetzan Auctioneer - the powerhouse of your deck; if you don't have him by turn 6-7 you'll be sad.
  • Violet Teacher - only if you can curve it in with an Innervate or a turn 2 Wild Growth
  • Emperor Thaurissan - its disgusting how this guy can provide you with a 5 mana pre-nerf Gadgetzan Auctioneer and lots of 0-1 cost spells.

 2. How to play and game strategy

 

This deck has 2 important rules:

  • Don't be greedy at all against aggro.
  • Your level of greediness is the key against control.
  1. That being said, you got so many answers against aggro that your early game should be safe enough until you drop a Violet Teacher to secure the board with her annoying tokens. She's won me countless matches by herself since she's forcing board clears & AoE. If you get to this point you are driving the match and can expect to win any turn with a Savage Roar topdeck.
  2. Against control, you need to plan more carefully. In most cases a turn 6 Emperor Thaurissan that hits > 3 spells makes your life much easier. You need him because you cannot always afford a board against control and its boardclears so you need to make the job quick and efficient. That said, a 5 mana Gadgetzan Auctioneer on turn 7 (after Emperor) + 2x Innervate and additional spells is very strong since you'll draw most of your deck and combo pieces. Never be afraid you won't draw into something - its all there! :)
  3. Bait removal. If your opponent made efforts to board clear and you feel he's out of it, flood the board with a Violet Teacher and all the spells you can afford.
  4. If you expect lethal from your opponent, "armor up" with your Feral Rage and 2x Claws. They provide you 12 heal which is more than enough for such a fast deck. Most important, the "heal" is provided through spells so you're still going forward with your strategy. For example, an Earthen Ring Farseer would be too slow and pretty much useless for this deck.

3. Replacements

 

This deck is not intended to be a budget deck! But weirdly, it is. You pretty much don't need anything else than your basic combo pieces but if you want more juice or contribution to the fun aspect you can try the following:

  • Raven Idol instead of Addled Grizzly - I like Grizzly since he contributes so much to buffing the board + he's a beast and combos with Mark of Y'Shaarj. The Raven can be insane and provide you flexibility but at the same time it can get you stuck in a combo. Experiment with it and let me know!
  • Fandral Staghelm - This new guy has a great stat-line and ability. You can tinker it instead of the same Addled Grizzly or w/e. His true powers show up against control since you need to squeeze every bit of value out of all your cards. I personally think that this deck is too fast for it and its simply gonna be a 4 mana 3/5.
  • Yogg-Saron, Hope's End - here's where this guy meets value land. With the whopping 20 spells in this deck, this god can push to that unexpected Turn 10 turn of events where you might've lost control of the match. Its definitely a great addition for the fun aspect and I believe he will greatly contribute with efficiency too.
  • Bloodmage Thalnos - Good ol' Thalnos can replace Addled Grizzly if you feel you need that extra reach for your spells. I cut him out because contrary to Miracle Rogue, this deck relies on board control to win. Druid is not widely known for fighting from behind.
  • I'll update this as replacements come to my mind. Help me out guys!

 4. Tips & Tricks

 

Pressure Aspect

Always look out for your opponent's hand and try to mill it when possible with Coldlight Oracle. Its both benefiting you because they lose the initial cards and because you force them to play the stuff that would normally come later. I've seen Warriors, Priests and Paladins use their removal tools counter-effectively just because they're on so much pressure and they need to get rid of cards.

 Greed

 Your Violet Teacher spiraled out of control. Expecting a big board clear from your opponent? A Warrior Brawl? A Doomsayer? An Equality? A Priest shenanigan? Then postpone your Auctioneer magic one turn. You get more combo pieces. Opponent needs to clear your board anyways because you're still winning. Why make it easy for him and catch your Auctioneer along with the other board? 50% of my matches were decided by having a huge board and Savage Roaring my opponent. Gadgetzan Auctioneer never hit the board those games.

 Use your Power of the Wild last in the combo. You never know how you generate one more token for it to be hit with a +1/+1.

I am not redefining this type of Druid deck. Instead I'm tinkering it to succeed against the meta and so far so good. If you guys are interested, I'll make a complete strategy and mulligan guide at 5 upvotes. You guys are insane! I never expected so much interest in this type of combo Druid. I'll do my best to keep the list & guide updated with the latest changes.

Cheers & feedback always appreciated!

 

P.S: Wanna try a fun control deck? Check this insane deck out -> Chaos Rogue.