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Druid Beast Midrange Wild Deck

Last updated on Sep 30, 2015 at 14:07 by Sottle 19 comments

Table of Contents

The following guide contains instruction on how to play Beast Druid. Beast Druid was a deck that has often been on the fringes of competitive play, due to it having many powerful options, but generally being outclassed by other, more consistent Druid decks. With the release of The Grand Tournament however, this deck now has some unique options which make it a fun and viable deck in its own right.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Druid Beast Midrange Wild Deck

Our deck costs 3,740 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Beast Druid is a take on the aggressive form of Druid that aims to take board control and then finish the game with burst damage from Savage Roar. Previously, it offered no real benefits over the standard build of the deck, but with the release of The Grand Tournament in now has enough power in its own right to be considered a viable deck.

Unlike most Druid decks, Beast Druid does not choose to include Wild Growth in their deck. The reason for this, is that you play a reduced amount of late-game when compared to a standard Fast Druid deck, and you play a more consistent curve of minions to play out on the board. With this in mind, you would prefer to play out a minion on each turn and not skip your turn 2 just to accelerate your Mana.

Even without Wild Growth, the deck still plays two excellent ways to accelerate your Mana usage with Darnassus Aspirant and Innervate. Darnassus Aspirant is an excellent Ramp effect in a deck like this, since it is aiming to be proactive and play a minion on each turn. You should mulligan for these two key cards in every matchup in order to get your game off to the fastest start possible.

Outside of the Mana acceleration cards, this deck also plays a very stable early-game, not usually found in most Druid decks. Between Druid of the Saber, Haunted Creeper, and Druid of the Flame, you will almost always have a resilient minion to stick onto the board early and use as a platform for your development. Druid of the Saber should almost always be used in Stealth form in this deck, unless you are making a final push for damage in the late-game, or need to use it as a removal tool. It should also be noted that all the Transform minions in this deck are Beasts when in either of their Transformed states.

The importance of these sticky early Beasts is highlighted by Wildwalker. Wildwalker is a very high variance card that can swing from being incredibly powerful to incredibly weak, based on whether or not you have a Beast in play to buff. If you are able to play this on turn 4, you can consolidate an extremely strong board which can easily outvalue most competing board states from other decks. The likelihood of this is quite high, since all of your preceding minions are very resilient.

Savage Combatant is another key card in the deck that can represent a lot of pressure on the board. Although it matches up poorly against Piloted Shredder, one of the most common 4-Mana minions in the game, if you are able to get it on board first, before your opponent's Shredder appears, you actually gives yourself a very effective way to deal with their minion due to the 3 attack Hero Power. Since this deck plays cards like Darnassus Aspirant and Innervate, you will often find yourself ahead of the game in this way, and Savage Combatant can start to provide you with a huge advantage.

Druid of the Fang is a further card that benefits from this deck's excellent ability to stick Beasts to the board. Due to Stealth minions like Druid of the Saber and Stranglethorn Tiger, you can often guarantee having a minion to stick to the board in order to follow up with a 7/7. Druid of the Claw is another minion that creates an excellent curve with this card, since a 4/6 minion is hard to remove for many decks, leading to an excellent followup.

Entering the late-game, as with most Druid decks, this deck features the excellent Ancient of Lore in order to refill your hand while maintaining pressure on the board. Dr. Boom is also included to add some finishing power, all leading towards the eventual goal of sealing a win with a Savage Roar combo. This deck chooses to run only one copy of Force of Nature as due to your increased number of small minions, you can often engineer a position where Savage Roar alone deals enough damage to seal a win, without requiring the full combo.

3.1. Synergies & Combinations

This deck plays numerous synergies between Beast cards, but the primary goal is to stick Beasts to the board using Stealth effects in order to activate Wildwalker and Druid of the Fang.

Force of Nature + Savage Roar is your primary finisher in the deck and deal 14 points of damage from an empty board.

3.2. Mulligans & Matchup Specific Strategies

In every matchup you should mulligan for your Mana acceleration cards Innervate and Darnassus Aspirant. You are also looking for a smooth curve of early minions, but what this entails is influenced somewhat by your Mana options. If you have an Innervate in your opening hand for example, then keeping a Savage Combatant and a Druid of the Flame alongside it is excellent, since you can use Innervate to play the Combatant on turn 2, following up with the Druid of the Flame on turn 3. The potential permutations are too numerous to explain here, but the key is to pay attention to what exactly you intend to play on each turn, and how it plays out with the various Mana effects.

Against Aggro, keeping a Wrath, Swipe, or Keeper of the Grove is an excellent idea, but you do not want your hand to be overloaded with removal spells. If you keep too much removal, you resign yourself to playing from behind and simply answering the minions your opponent plays each turn while never getting on the board yourself. Haunted Creeper is an excellent early minion to keep against Aggro, as it trades very effectively against low health minions.

Against Control, you are looking to be the aggressor and should simply mulligan for the Mana Ramp cards as usual, along with a powerful curve of minions to play out. Removal is much less important in these matchups and should generally be discarded, since Control decks do not usually have too many important cards to remove in the early-game.

3.3. Card Swaps

Stranglethorn Tiger is the most flexible card in the deck and is the one that should be removed if you would like to add a tech card to the deck like Big Game Hunter or Harrison Jones.

A Dire Wolf Alpha can also be included in the deck in order to help your early minions trade more effectively. Dire Wolf Alpha is a particularly great target for an early Wildwalker buff.

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