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Legendary Druid Aggro/Rush Wild Deck

Last updated on Apr 25, 2016 at 08:19 by Sottle 40 comments

Table of Contents

This deck, pioneered by Greek player Cursed made a big splash in the early part of the October season due to many players playing it being amongst the first players to achieve Legend rank. It is extremely aggressive, even beyond most regular Fast Druid decks and can easily overwhelm even the most resilient control decks.

This version of the deck reacts to a few nerfs to Druid cards by replacing the win condtion of Force of Nature with Leeroy Jenkins and changing up the early minions in reaction to the nerf to Leper Gnome and Knife Juggler.

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. Legendary Druid Aggro/Rush Wild Deck

Our deck costs 4,880 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Aggro Druid is a deck that combines the usual density of midrange minions that Druids usually carry, with much more aggressive early-game drops, while also trying to harness the explosive power of Fel Reaver to steal games away from opponents quickly.

Unlike most Druid decks, this build does not feature Wild Growth, as skipping your 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 on each turn, or look to use proactive Mana acceleration methods like Innervate or Darnassus Aspirant. The deck plays a strong curve of early minions to facilitate this, with Worgen Infiltrator, Flame Juggler, and Druid of the Saber added to the deck to create more early aggression.

Druid of the Saber is usually best played early in Stealth form since it is almost always assured to get in more damage in the higher power form than with the Charge form that will almost certainly be removed immediately. 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 if you are expecting AoE from your opponent that would remove the card in Stealth form.

The key to this deck is being as aggressive as possible. The best play on each turn is usually the one that develops the most power on the board, or pushes the most damage through to your opponent. The classic form of Fast Druid is already a very aggressive deck, but often needs to play a board control game if they do not get a perfect curve of minions. This deck is even more aggressive and can usually afford to play the aggressor, even at the cost of losing the board in many matchups.

Through the mid-game turns, this deck plays out more similarly to a standard Druid deck than at any other point. You will just be looking to play out a smooth curve of threatening midrange minions like Piloted Shredder, Druid of the Claw, and Mounted Raptor. The one difference with this deck from standard Druids is that you can afford to be much more aggressive with your Druid of the Claw, playing it in Charge form to guarantee damage as long as you have the follow up cards in hand to capitalise on the aggression.

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 of 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. Keeper of the Grove can be used to Silence your own Fel Reaver in an emergency, but in most situations it is better to hold it to silence a Taunt, or simply for extra damage.

Going into the late-game, the goal of this deck is the same as most Druid decks. You will simply look to engineer a position where Force of Nature + Savage Roar is enough damage to seal the game. The combo itself does 14 damage from an empty board, and does even more damage if you have existing minions on board. Since this deck is so aggressive and deals so much damage in the early-game with its minions, often you can seal the game simply with one piece of the combo and avoid the waiting game that often comes with Druid decks as you await the second piece of the combo. This decks strategy is so aggressive that it is often correct on turns 7-8 just to throw cards like Swipe and Force of Nature at your opponent's Hero if it sets up lethal damage for a following turn. Playing this deck correctly in the later turns is a constant balancing act as you count the amount of damage you have in your hand and work out the best way to ration it out over several turns. When doing this it is essential to consider the counters that your opponent might have to stop you, such as Taunts, Heals, and Loatheb, and work out the best way to ensure all your damage gets through in the most likely scenarios.

3.1. Synergies & Combinations

Leeroy Jenkins + Savage Roar is your primary finisher and does 10 points of damage from an empty board.

3.2. Mulligans & Matchup Specific Strategies

You are always looking to Mulligan for Worgen Infiltrator, Living Roots, Darnassus Aspirant, and Innervate. Additional keeps that can be strong alongside these cards are Druid of the Saber and Flame Juggler. Fel Reaver can also be kept if you have a way to Ramp into it quickly, most commonly an Innervate.

Against Aggro you should Mulligan more aggressively for Living Roots and Worgen Infiltrator, especially when going first. Druid of the Saber are less important since they generally trade poorly in aggressive matchups. When going second, you can keep one important card like Swipe just to have access to it as a board clear when you need it.

Against Control decks, you should just follow the standard mulligan process and mulligan for the most aggressive curve possible to maximise your early pressure.

3.3. Card Swaps

A Wolfrider or Arcane Golem can be included in place of a Shade of Naxxramas to create even more aggression in the deck, as well as giving you more potential activators for a Savage Roar combo.

4. ChangeLog

  • 25 Apr. 2016: Update for Wild Meta and to reflect card nerfs.
  • 15 Mar. 2016: Deck has been reviewed and deemed appropriate for Season 24.
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