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Aggro Druid Karazhan Wild Deck

Last updated on Oct 05, 2016 at 10:29 by Pesty 3 comments

Table of Contents

This version has been showcased by German player Johnny Stone, adding beast synergies to the deck to utilize cards from the latest expansions to revive an archetype crippled by the card nerfs brought along with the standard format.

1. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. He is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

2. Aggro Druid Karazhan Wild Deck

Our deck costs 3,280 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

2
4
6
6
6
4
1
1

3. Strategy

Aggro Druid aims to utilize early game minions to control the board followed by strong midrange minions to overpower the opponent.

Unlike most Druid decks, this build does not feature Wild Growth, as skipping turn 2 is not a thing you are interested in doing with this deck. Instead, you aim to play out an aggressive curve of minions each turn, or look to use proactive Mana acceleration methods like Innervate or Darnassus Aspirant. The deck is able to control the board with strong early minions to facilitate this, using Enchanted Raven, Living Roots and Druid of the Saber to create early aggression.

Druid of the Saber is usually best played early in Stealth form as it provides a stronger presence for the board and allows it to be buffed by Mark of Y'Shaarj or copied with Menagerie Warden the following turn. There are exceptions as always, and Druid of the Saber can be played in Charge form if you need to use it as removal, if you are buffing it immediately with Savage Roar or Mark of Y'Shaarj, or if you are expecting AoE from your opponent that would remove the card in Stealth form.

Through the mid-game turns, this deck plays out similar to a midrange Druid. You will be looking to play out a smooth curve of threatening minions like Mounted Raptor, Piloted Shredder, Druid of the Claw, and Savage Combatant. As this deck sacrifices sustained card draw to gain early aggression, you should be considering attacking your opponent directly with these minions rather than fighting for the board any longer. This often means playing Druid of the Claw in charge form to allow for quicker, guaranteed damage.

Going into the late-game, you will be looking to follow up the mid-game aggression and end the game. Savage Roar is the strongest way to do this, offering an extra two damage for each minion you have remaining on the board and synergizing with the charge effects of Druid of the Saber, Argent Horserider, and Druid of the Claw which you can play from hand.

Fel Reaver is a key card in this deck and is generally best played in one of two ways. Firstly, you can rush it out early using Innervate, to overwhelm your opponent before they are able to draw into their key removal spells. Secondly, you can drop it on the board after creating enough pressure to force the opponent into using their key removal on your midrange minions. Fel Reaver is often misunderstood by Hearthstone players due to the card discard effect. With a deck as aggressive as this however, you will never draw more than half your deck during a normal game, meaning that unless your opponent is able to burn huge quantities of your cards, you can safely assume you never would have seen those cards anyway.

Argent Horserider has a flexible role within the deck. With the ability to protect your other minions, be a threatening presence on the board due to the divine shield, and add to burst damage created by Savage Roar.

Savage Combatant is one undervalued and misunderstood cards within the deck. For most players, the instinctive move is to play the card with 6 or more Mana, allowing the benefit of the inspire effect to be gained. With a deck like this however, the minion stats alone allow this card to deal significant damage for just 4 Mana and with the strong inspire effect, can often cause an opponent to overcommit to removal to deal with it. Using the card as a removal magnet paves the way for stronger minions such as Fel Reaver and Druid of the Claw to be played with less risk of being removed.

3.1. Synergies & Combinations

Druid of the Claw/Druid of the Saber/Argent Horserider + Savage Roar is your burst damage to end the game.

Mark of Y'Shaarj can be used on the various beasts in the deck for additional card draw while improving your board state.

3.2. Mulligans & Matchup Specific Strategies.

You are always looking to mulligan for Innervate, Living Roots, Enchanted Raven, and Darnassus Aspirant. If you have Innervate, you can additionally keep a stronger minion to ramp out quickly, such as Mounted Raptor, Piloted Shredder, and Fel Reaver.

Against aggressive decks, you should be aiming to contest the board early and mulligan more aggressively for Living Roots, Enchanted Raven and, Innervate.

Against Control decks, you should be aiming to curve out smoothly, do not be afraid to keep Piloted Shredder or Savage Combatant in your opening hand if you have plays for the turns leading up to them.

3.3. Card Swaps

Sir Finley Mrrgglton can be included over Enchanted Raven to allow for hero power flexibility.

Flame Juggler can be included over Mark of Y'Shaarj against aggressive decks.

Leeroy Jenkins can be included over Menagerie Warden to give the deck more aggression at the expense of board control.

4. ChangeLog

  • 05 Oct. 2016: Deck added.
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