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testdr1ve's C'Doom Druid

  • Last updated Nov 7, 2016 (Yogg Nerf)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: C'Thun Druid
  • Crafting Cost: 8660
  • Dust Needed: Loading Collection
  • Created: 9/19/2016 (Karazhan)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    79

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Hey guys,

This is testdr1ve back with my second deck for Hearthpwn.  This one has been killing so far...ranked up from 18 to 12 in a few days, and hitting about a 70% winrate in that time.  The main thing I was looking for was synergy of cards with this deck, while being able to survive the meta aggro rush....all this while having a shot at killing a control deck with a powerful end game.  So far, it looks like i have been able to do just that.  :)

I took to heart the pains of the early game lack of minions due to ramp up.  This is a weak spot for Druid that is covered up if you ramp out properly, but leaves you vulnerable when you don't.  Also, I have come to the conclusion that Innervate is just not working for this deck...too many hard removals in the current meta decks, and if your Innervated card is hard removed you are really far behind. With C'Thun and his minions, you don't particularly need to Innervate out anyways...C'Thun is better after multiple buffs, and his minions come along at a nice pace anyways. 

(Note: this deck has been updated a couple of times with the help of some great people. Keeping a record of those edits has gotten a little cluttered, so below is the final version of this deck)

So, whats in it and why?

Wild Growth   Druid's identity is personified in this iconic card. We want the ramp early, but thankfully the card draw late can help you get your C'Thun if you don't draw them early enough to smooth out your curve. 

Wrath  The best 2 mana for 3 damage option behind only Win Axe for Warrior. Must have to deal with Shaman's Flametongue Totem before they simply win from the value trades that provides while hiding behind taunts. Look for opportunities to use the 1 damage cantrip option for the card draw when you can. 

Feral Rage  I have lost to too many of the current meta decks with my other decks to ignore the early board.  The 4 damage counters both Tempo Mage's Flamewaker and Shaman's Totem Golem and lately even Wicked Witchdoctor.  The 8 armor is good enough in control mage, and with this deck wanting to get to the late game, it works here in a pinch as well.  

Mulch  In my opinion, this may be the single most underrated card in the game today.  When TGT rotates out of Standard Druid's may be reminded of what a gift they had in hard removal that cost the same as Shaman's gold standard removal Hex.

Fandral Staghelm  We already run a lot of "Choose One" cards in this deck, this comes out early to mid game and has pseudo taunt. Amazing Class Legendary, does so much for this deck.

Swipe  Auto-include in any Druid deck...so we like, include it.

Druid of the Claw  Bear form is much more consistent in getting us to our end game with the taunt.  Also, provides potential burst for lethal in cat form.  Play with Fandral Staghelm on the board, and just like all Fandral effected cards, you have a waaaaaaay OP card that might win you the game outright.

Nourish  Deja Vu moment alert: Play with Fandral Staghelm on the board, and just like all Fandral effected cards, you have a waaaaaaay OP card that might win you the game outright.  Seriously, if you get the super charged Nourish in the mid game, its usually GG.  

Dark Arakkoa  Ok, so i mentioned earlier that the 5+ vanilla C'Thun options were bad....but this 6 mana Druid only minion is the best C'Thun buffer in the game!  Huge stats keep you alive, and I don't know what Blizzard was thinking giving it +3/+3 as well.  Along with Sorcerer's Cult Sorcerer these are the only two C'Thun based cards that are good enough to play without C'Thun...so having C'Thun in our deck is just icing on the cake!

Beckoner of Evil  Gives us C'Thun buffing as well as early game board presence. 

Doomsayer  Does a couple of big things for us....first off, he slows down the aggro decks by either wiping board, or by tanking 7 damage for us. That's a lot of pressure relief for only 2 mana.  Secondly, he creates a pseudo free turn towards our late game ramp and of course C'Thun himself. So valuable in fact, that the deck name is now honoring his contribution....C'Doom !

Disciple of C'Thun  The best of C'Thun's vanilla goons. Gives you a fighting chance for the early game board while buffing the big boy for end game.

Twilight Elder  If we were in a slower meta I may not be as high on this card, but I really feel the 3/4 on a 3 mana minion is underrated in today's game. Great stats at a time when you really need them in this meta....early!

Azure Drake  One of the best cards you can draw in this deck when you consider the card replacement, spell buffing and decent mid game stats.  You will be glad to have this to play in front of your big 6+ mana arsenal.

Stampeding Kodo The aggro version of Big Game Hunter Consider the stats:  5 mana should be 5/6.  We get in the bull a 3/5 so if we can take out a 2/1 minon we have hit the 5 mana curve...most of the time you will be taking out bigger minions than that with amazing effects the we need off the board such as:  Knife JugglerFlamewakerKnife JugglerImp Gang BossDire Wolf Alpha and more......WORTH! 

Corrupted Seer  The murloc addition is really valuable in our deck...Druid has notoriously bad board clear, and don't forget the 2/3 body that stays on board with this fish...y like thing.  

Sylvanas Windrunner  Part of our potent mid game stabilization engine.  Often won't be able to take an opponent's minion, but that because she is being traded into for 2-3 minions instead.  Amazing value.  In a pinch you can turn some of your own arsenal (Mulch or double Wrath for example) against her to grab a priority minion from your opponent. Also great to play on turn 9 before you C'Thun...because of the pursuasive elf, they usually will spend that turn dealing with board maintenance instead of going aggressive, then you have an open road for your C'Thun play the following turn.

The Curator  I constantly find myself wanting more taunt and more card draw with this deck to life long enough and draw fast enough to get to C'Thun.  Not only does this guy provide up to 3 cards drawn and the taunt, but we can really use the minions he draws: Azure DrakeStampeding Kodo and Corrupted Seer.  Azure Drake was part of the original deck, and is well known for what it does, the new two both help with control effects if drawn natually, but of course are in there to fuel The Curator as much as possible.

Twin Emperor Vek'lor  We have the engine to pump out the twin....so we use the Twin to get to the 'Thun.

C'Thun  Your main win condition.  We have a heavy support cast buffing him up to the upper teens by the late game so usually you will get the full board clear with him plus some damage to face...if not the full face melt.  If they don't have an answer for him, they usually will concede before you even attack with him the next turn. Be careful before you play him, and remember to count out the damage for possible lethal.  Often it is better to play C'Thun later than your 10 mana turn and push for lethal with him a turn or two after...as long as you know you are safe to do so.