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Druid Fatigue Wild Deck

Last updated on Nov 06, 2015 at 09:21 by Sottle 32 comments

Table of Contents

The following guide outlines how to play a Fatigue Druid deck. Fatigue Druid is an interesting and original deck that aims to win the game through exhausting the opponent's options. It is very strong against slow Control decks, and has a fantastic surprise element if your opponent does not figure out what they are playing against quickly enough.

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 Fatigue Wild Deck

Our deck costs 2,560 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

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3. Strategy

Fatigue Druid is a deck that plays out in a very unique fashion. Unlike most decks that aim to take control of the game in some way and then feature win conditions in the deck to eventually kill the opponent, this deck plays from behind by design for the entire game. Your goal is to use the massive amount of removal in the deck to successfully eliminate every threat from your opponent and leave them helpless and dying to fatigue.

Your plays with this deck are passive from the outset, even your low cost minions like Wild Pyromancer and Coldlight Oracle have very situational uses and will most likely not be played in the opening turns. Wild Pyromancer is used to provide additional AoE damage to your removal spells, increasing your clearing power, while Coldlight Oracle is best saved to draw cards on specific turns when you need additional answers, or when your opponent has enough cards in hand to cause them to overdraw and discard cards.

Once your opponent starts to build some momentum, you will have to start to make decisions about which of your removal spells to use in which situation. You will need to try and be efficient as possible in all cases, and try to avoid overkilling minions if you can avoid it. Your AoE is also very important in the deck, and if you do not have spot removal like Wrath available for an individual minion, you should usually hold back and allow the opponent to fill the board further before unleashing an AoE clear. Since this deck plays such a huge amount of life gain, you can afford to take a few attacks from smaller minions in order to generate more card advantage with a bigger clear.

The most important removal card in your deck is Naturalize. Naturalize is your ultimate answer to any minion in your opponent's deck, but you must show restraint and hold onto it for an appropriate situation. You never want to use Naturalize in a situation where the opponent draws the cards into their hand. Instead, keep it for situations where their hand is too full, or even better, for the extreme late-game when they are out of cards and Naturalize will cause them to draw fatigue damage cards. If you waste your Naturalize too early, you will not only provide your opponent with too many options for you to do deal with, but you will also lose your best answer to your opponent's most powerful minions.

This is also true of Mulch which is another card introduced into the deck from The Grand Tournament expansion. Mulch, much like Naturalize is a clean answer to almost any minion in the game, but you should try to use in situations where the risk is as minimal as possible. Ideally when their hand is too full to hold the additional card, but at worst in a situation where you have sufficient answers for any minion the Mulch card might be. In some situations of course, you will be under too much pressure to hold your Mulch and is this situation it is usually less damaging to give your opponent a random card from Mulch than to let them draw cards with Naturalize.

A key combination for wiping your opponent's board in this deck is the Poison Seeds plus Starfall combo. This is a hard answer to any board of any size and is your ultimate reset switch for when your opponent has committed too much to the board. Furthermore, you can use this combination to swing the board completely by playing a Volcanic Lumberer along with it. Since the card factors in every initial minion that dies and then all the Treants that die from the Starfall, activating this combo will often reduce your Volcanic Lumberer all the way down to 0 Mana.

Youthful Brewmaster is a versatile card in the deck, with two primary uses. Firstly, it can be used to bounce Coldlight Oracle back to your hand to draw additional cards for both players, this can be important both when you are in desperate need of more options, or to discard massive amounts of cards from your opponent's deck. Secondly, it can be used to bounce Antique Healbot to provide even further healing to enable you to outlast your opponent, or to stall for time when waiting for an AoE clear.

On the subject of healing, as mentioned previously, your healing cards like Antique Healbot and Healing Touch can, and should be used to stall for time to allow your opponent to fill the board further and play into your AoE. In the late game, Poison Seeds + Starfall is a full board clear for almost any board, so delaying for time is a strong strategy in order to catch more of your opponent's cards in this combo. Since the deck features Tree of Life, you always have the ability to go back to 30 health in an emergency, making the other healing cards somewhat expendable.

Tree of Life is used in the extreme late-game to finally make it impossible for your opponent to deal the necessary damage to kill you. As long as your opponent is ahead of you in terms of card draw, which they almost always should be, Tree of Life will simply reset the game to a point where you both draw fatigue cards and your opponent is the first to die.

3.1. Synergies & Combinations

Youthful Brewmaster can be used to bounce important cards back to your hand like Antique Healbot for additional healing, or Coldlight Oracle for additional card draw. It can also be used to recycle cards like Big Game Hunter.

Poison Seeds + Starfall is a full board clear for any board that does not feature large Deathrattle minions.

Wild Pyromancer + any of your numerous removal spells can be used to add an AoE effect for extra clearing power.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy for this deck is quite complex, and relies on a level of knowledge of what you are likely to be playing against.

Against Aggro, you will want to look for your early, low cost removal spells, like Living Roots and Wrath. Wild Pyromancer can also be kept as it is very effective at clearing up early Aggro boards in conjuction with the previously mentioned spells.

Against a hard Control deck like Control Warrior, or Handlock, then keeping Coldlight Oracle can be effective, since they will very quickly develop a large hand, and the possibility to overdraw their hand can materialise very quickly. Against Handlock specifically, keeping your Mulch and Big Game Hunter is also very effective, since it answers their Twilight Drake and Mountain Giant.

Against other decks, your mulligan strategy will become more refined with time as you start to understand people's likely opening. For example, against Paladin, Wild Pyromancer or Swipe is a fine keep to deal with the threat of an early Muster for Battle.

3.3. Card Swaps

1 Living Roots can be cut from the deck for Explosive Sheep to create more AoE potential at the most of some spot removal.

The tech cards like Big Game Hunter can be evaluated and dropped from the deck if you are not facing appropriate targets for them.

4. ChangeLog

  • 06 Nov. 2015: Removed 1 x Force of Nature, 1 x Ironbeak Owl, 1 x Claw, 1 x Acidic Swamp Ooze, 1 x Innervate for 2 x Living Roots, 1 x Mulch, 2 x Volcanic Lumberer.
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