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Legendary Druid Mech Aggro/Rush Wild Deck

Last updated on Oct 21, 2015 at 22:04 by Sottle 14 comments

Table of Contents

The following guide outlines how to play the Mech Druid deck, it is a fast paced tempo deck that aims to be in control of the board from the early turns, leading to an eventual combo finish with Savage Roar. The deck is fairly simple to play outside of the early turns and is highly competitive.

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 Mech Aggro/Rush Wild Deck

Our deck costs 4,160 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

Mech Druid aims to aggressively seize control of the board in the early turns through use of Mana acceleration tools like Innervate, Darnassus Aspirant, and Mechwarper, then aggressively push damage to your opponent throughout the mid-game, before delivering the finishing blow with a Savage Roar combo.

As with many Druid decks, managing your early turns is key to playing this deck correctly. You will often have combinations of cards like Innervate and Mechwarper in your opening hand that will give you multiple ways to play the opening turns. It is often best when holding multiples of these cards to play the on-board effect first, then use the Innervate later to rush out a huge minion like Fel Reaver or Piloted Sky Golem. However, there are various combinations you can use to rush out cards early. Pay close attention to your Innervates, Mechwarpers, and Darnassus Aspirants and plan several turns ahead to make sure you understand everything you can do with all the Mana effects.

Living Roots is a card introduced in The Grand Tournament expansion that gives Druids a lot of early game flexibility. Against aggressive decks like Secret Paladin or Hunter, it can played to fight for the board early, or used to remove a minion like Knife Juggler if you do not have your Wrath available. Later in the game, Living Roots' utility is lessened, but it can still be very valuable to remove a tricky minion, or to create the last push needed to kill your opponent either through direct damage, or by creating more tokens on the board for a Savage Roar combo.

Figuring out whether to rush Mechwarper can be a key decision. Often you will have the situation with The Coin in hand, where you can Coin out a Mechwarper on Turn 1, to enable you to play a 3-drop Mech on turn 2. However, if the Mechwarper is removed, you will end up with no turn 2 play and will have wasted The Coin. This decision usually comes down to class matchups. Classes like Warrior and Shaman are excellent at doing 3 damage in the early game, so they are particularly likely to be able to remove your Mechwarper, whereas a class like Paladin has almost no possible way to answer it.

After the initial turns, the deck smooths out and becomes a lot simpler to play. You will mostly just be looking to use your Mana each turn as efficiently as possible and trying to make favourable trades with your minions to create a powerful board state and allow repetitive damage from your minions. Although the deck is aggressive, it is not an all out rush deck, so you should take efficient trades when they are presented to you.

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.

In the late-game, your two key cards are Piloted Sky Golem and Dr. Boom. Piloted Sky Golem is excellent to present a sticky minion on the board in the late-game in order to maximise the potential for a huge Savage Roar combo. Dr. Boom is a multi-purpose card that can be used as a finisher, to put multiple bodies on the board for a Savage Roar combo, to swing a board that is in the balance in your favour, or simply to drop on an empty board to create massive pressure. Loatheb can also be key during this period in order to protect your existing board from removal from your opponent.

When looking to end the game, it is always important to look for opportunities for 2-turn guaranteed lethal. For example, it is not always correct to hold on to the Force of Nature plus Savage Roar combo until you can kill immediately with it. Sometimes it is in fact correct to use it a turn early, before any possible taunts come down, to reduce your opponent to a very low life total and enable you to finish the game the following turn with cards like Swipe that cannot be stopped by Taunt.

3.1. Synergies & Combinations

The Force of Nature plus Savage Roar combo is your primary finisher and provides 14 points of burst from an empty board for 9 Mana.

The Mech cards in your deck provide various synergies. Pay attention to Mechwarper in particular, as it is your key tool to gain a significant advantage.

3.2. Mulligans & Matchup Specific Strategies

The Mulligan strategy with this deck is fairly consistent. You will want to look for Innervate, Darnassus Aspirant, Living Roots and a fast curve of Mech minions, preferably involving Mechwarper. As mentioned previously, you should pay close attention to the effects that Mechwarper, Darnassus Aspirant, and Innervate have on your Mana curve and work out your plan for the first 3 turns before you make your mulligan decision.

Against Aggro decks, a key card is Keeper of the Grove. Since this deck plays only 1 Wrath in favour of a smoother curve of minions, Keeper of the Grove is one your only tools to reverse the tempo on your opponent by playing and removing a minion simultaneously. Outside of this, you should aim for your usual curve of Mechs, with higher than usual priority given to Living Roots. Swipe can also be an excellent keep, especially against Paladin and when you have The Coin.

Against Control decks, you should mulligan extremely aggressively for a fast start, since it is important to out pace the slower deck in the early turns and gain an advantage. If you do not find yourself ahead in the early game, you are likely to fall behind in the later turns where their hugely powerful minions can take over the game.

3.3. Card Swaps

A second copy of Wrath can be included in the deck in place of a Druid of the Claw or Loatheb if you are encountering a lot of Aggro decks.

Alternatively, Wrath can be cut from the deck completely to make room for more cards like Tinkertown Technician or Harvest Golem.

Piloted Sky Golem can be replaced with a second copy of Force of Nature for more burst potential.

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