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Cheap Aggro Beast Druid Wild Deck

Last updated on Nov 12, 2016 at 17:39 by Pesty 1 comment

Table of Contents

This Druid deck:

  • has been designed for players who have levelled most classes to Level 10, cleared the AI, and are looking to start climbing in Ranked mode;
  • costs 1,000 Arcane Dust or less;
  • is built entirely of Basic, Common and Rare cards.

While this deck will not immediately make you competitive at the highest levels of Ranked mode, it is strong, and replicates many key strategies of high level Druid decks while using cheaper cards. If played well, it can certainly hold its own against decks of higher cost.

In addition to listing the deck, we will also discuss the cards that are included and how they are best used, as well as explaining the reasoning behind cards that are not included. Finally we will explain how you can improve the deck through various resources you may have available.

Note that to succeed with this deck (as with all decks), you need to make the correct decisions while playing. For this reason, we advise you to also read these two articles: Card Advantage and Why Am I Losing?.

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. Cheap Aggro Beast Druid Wild Deck

Our deck costs 1,000 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

2
4
12
4
4
3
1
0

3. Strategy

This Druid deck is based around the Aggro Beast Druid archetype, and uses Mana acceleration in combination with cheap minions to swarm the board. The deck is incredibly aggressive and aims to capitalise on the early board presence by using Savage Roar and Charge minions to swiftly end the game.

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 Argent Squire, 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 Power of the Wild 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.

Though Savage Roar is included in the deck to help end the game, you should look to get value out of it wherever possible. When trading with your opponents minions in the early game, Savage Roar can allow you use a small minion to trade with a much larger one, such as tokens generated by Living Roots or Haunted Creeper. Using Savage Roar in this fashion will not only protect your other minions on the board, but allow you to do more damage in the process. If you start to feel you are losing control of the board or have Mana to spare, Savage Roar can also be used pre-emptively to ensure you get the maximum amount of damage out of the spell before your minions are removed as the deck does not have an effective way to fight back onto the board.

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 Piloted Shredder and Druid of the Claw. 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.

3.1. Synergies & Combinations

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

Power of the Wild is able to take advantage of the tokens generated by Haunted Creeper and Living Roots to gain extra value when used to give minions +1/+1.

3.2. Mulligans & Matchup Specific Strategies

You are always looking to mulligan for Innervate, Living Roots, Argent Squire, and Darnassus Aspirant. If you have Innervate, you can additionally keep a stronger minion to ramp out quickly, such as Piloted Shredder or Druid of the Saber.

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

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

3.3. Card Swaps

Obviously, as a Cheap deck, this list has a lot of room for improvement. As you progress with the game and gain access to more cards and Arcane Dust, here are some additions that you may consider.

If you have access to the One Night in Karazhan expansion, the following additions are excellent:

If you have access to the League of Explorers expansion, the following additions are strong choices:

  • 2x Mounted Raptor can be used in place of 2x Power of the Wild. This provides the deck with a strong 3-drop to strengthen the curve of the deck or to be played with Innervate. This additionally provides the deck with further Beast synergy.

If you have access to the Blackrock Mountain expansion, the following additions are strong choices:

  • 2x Druid of the Flame can be used as an alternate 3-drop to replace Power of the Wild if you do not have access to Mounted Raptor.

2x Savage Combatant can be swapped in for 2x Wrath to provide another powerful Midrange minion for the deck. Savage Combatant also turns your Hero Power into an efficient removal tool and provides extra Beasts for the deck.

Acidic Swamp Ooze can optionally be swapped for a second copy of Mark of Y'Shaarj. This option becomes more appealing if you have been able to include any of the extra Beasts into the deck as suggested above.

For other strong cards to consider, look at our full budget Druid decks, or our Crafting Guide.

4. ChangeLog

  • 12 Nov. 2016: Deck added.
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