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Dream of Medivh [Even Druid]

  • Last updated May 27, 2019 (RoS Rogue Nerfs)
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Wild

  • 13 Minions
  • 17 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Ramp Druid
  • Crafting Cost: 9200
  • Dust Needed: Loading Collection
  • Created: 9/3/2016 (Karazhan)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    302

View 19 other Decks by RavenSunHP
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"The sleeper has awakened"

 

 

 


Foreword

Versatility has always been the very core of the Druid class, and I think this deck is a great expression of that concept.
Indeed, I am particularly proud of this deck because it has an efficient mix of Ramp and Card Draw system, together with solid Choose One options.

IMPORTANT: This is an old homebrew Ramp deck, that i keep twisting in WILD. Updated now to an Even setup. This is NOT a meta-breaker deck and is not meant to be, but plenty viable for laddering, and can actually counter some of the top dogs in the meta.

This is basically a Midrange deck, now with a Tempo focus with the Even setup.

A secondary attribute of this deck is the surprise factor: nobody expects an Even Druid (so far), so they will hardly have any idea of your game plan.

 

Key Cards

  • Wild Growth: your basic ramp card. If you are already high on mana, keep it as a card draw after turn 10 (it gives you Excess Mana). RIP Wild Growth, you will be missed. The decks still holds 4 very efficient ramp cards, so ramping is still a solid option.
  • Darnassus Aspirant: great board presence, that can lead to a subtle but insane ramp advantage the more she stays alive.
  • Mire Keeper: incredibly versatile card. It chains perfectly with the two previous cards. To be used mainly as ramp, unless threatened by a large board.
  • Medivh, the Guardian is the final key card of this deck, since its inception. It synergises very well with a lot of spells in the deck, acting as lategame steam and Tempo swings. The ramp engine of the deck helps at getting him out early.

Cards Explanation and Synergies

  • Genn Greymane: other than being a cool guy, the Even setup allows for continuous pinging, good for board dominance against Aggro.
  • Savage Combatant: new MVP of the Even setup. Incredibly strong card in an Even deck. Insane Tempo.
  • Fandral Staghelm: do I really need to say anything? Well, this is a ramp deck, so you have plenty of mana as to use Fandral greedily in a good combo. But you can dare to play him on curve against Aggro, or when you know that he's safe for the next turn.
  • Shellshifter for versatility. It can basically turn either into an anti-Aggro or anti-Control card. Great at stabilising the board, especially after ramp.
  • Branching Paths: this card has always been OP and there is no need to explain it. It offers emergency draw and armor, but it turns into a lethal if you use it as a buff. Either way, this card is a major wincondition.
  • Spreading Plague: huge defensive tool, and insane Tempo swing. Synergy with Medivh and Branching Paths.
  • Starfire: good removal with a built-in card draw. Its high cost is particularly affordable in a ramp deck. Synergy with Medivh. Notice that it can go to face, and nobody expects you to have such an apparently slow card in your deck.
  • Ultimate Infestation your Starfire on steroids.

 


Mulligan

ALWAYS keep Darnassus Aspirant
More in general, your priority is to curve out, so it is wise to keep at least one 2-drop. Definitely Replace anything that costs (6) or more. Additionally, you should consider:

 

Strategy

  1. Ramp & Curve during the early game (notice that many cards are multipurpose, so you can choose for the best path every time). 
  2. Don't worry if you can't ramp early. Play on Tempo, control the board with pings.
  3. Use Fandral Staghelm wisely. On curve only if safe enough, or to buy vital time against Aggro. 
  4. Use Swipe carefully against aggro, don't rush. It is often worth to ping with hero power for a few turns and let your opponent to build some board that can be fully cleared with a swipe.
  5. Similarly for Spreading Plague: don't rush it, wait for your opponent to go wide, as much as possible while staying safe.
  6. Keep your health far from opponent's lethal burst with taunts and armor.
  7. At this point you should have either repelled a good amount of your opponent's efforts, and/or you have ramped up quite well. Or, your opponent has been more conservative than you. In any case, TIME TO PRESS ON.
  8. ALWAYS check for lethal: very often, while playing on Tempo, you are so busy to trade that sometimes you are in reach to finish off your opponent, but you don't realise it.
    Remember that many of your defensive cards are also good as burst/finishers: Starfire, Swipe (these two together account for 18 damage total already), Ultimate Infestation, and Branching Paths.

 


Options

  1. - Druid of the Saber => Golakka Crawler. This option is necessary in case Pirates become popular (mainly Pirate Warrior, Odd Rogue, Kingsbane Rogue). Otherwise, the Druid is just more versatile, so it's better in general. Plated Beetle could be a fine compromise.
  2. - Medivh, the Guardian => + The Lich King. Better against Aggro/Midrange, worse against Control/Combo.
  3. - Shellshifter  => + Saronite Chain Gang.
    This helps with board buff, and sometimes with defense too, but in my experience the turtle's flexibility is just great.
  4. Moonglade Portal used to be a key card as well, but in time, it grew obsolete, now even more, with the demise of Wild Growth. You can still try it as a one-of.

 

Replacements 

  1. Medivh, the Guardian > Tending Tauren. Doing so makes you slightly more aggressive, but it gives you much less lategame value. Also, you carve out half of the soul of the deck... 
  2. Fandral Staghelm > Tending Tauren. This one is a solid replacement, just worse for early game purposes against Aggro.

 


 

There, hope you enjoyed it, and give it a +1