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Legendary Miracle Druid Standard Deck

Last updated on Aug 25, 2016 at 09:11 by Sottle 1 comment

Table of Contents

Miracle Druid is a deck that takes the shell of Token Druid and makes a number of swaps to take it away from the board flooding strategy and more towards a pure combo deck that tries to kill the opponent with a combo based kill using Malygos.

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 Miracle Druid Standard Deck

Our deck costs 6,240 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

4
4
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6
4
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1

3. Strategy

Miracle Druid is a deck that can start slowly, but quickly explodes in the mid-game to create massive amounts of card draw and huge amounts of burst damage. This build of the deck relies on methods like Gadgetzan Auctioneer to draw through your deck quickly and secure you the winning cards that you need in your hand.

As mentioned, your early game turns can quite often be somewhat passive. You should mulligan hard for Wild Growth and Innervate in order to maximise your chances of getting the fastest possible starts, but if you miss these Mana acceleration cards you still have options to be able to control your opponent's early threats using Wrath, Living Roots, and Feral Rage. Raven Idol can also be used in these situations and usually should be if you have the spare Mana available, however keep in mind that the longer you wait to cast a Raven Idol the more information you gain about the state of the game and which option you should select. As a general rule with this deck however, you are always looking to Discover a Spell and should prioritise the Spells that are chosen to be included in the deck over others, especially those that can be combined easily with Malygos such as Living Roots and Moonfire. Having said this, you will of course encounter specific board states that require you to select a specific option like Mulch, Claw, Bite, or Starfall.

Starting at turn 4 and beyond your deck starts to become a lot more powerful. You can use Mire Keeper to Ramp up your Mana even more, which in this deck is almost always the correct usage of the card. Since you are not playing any of the Token focused cards, you often have very little use for an extra 2/2 on the board and will benefit more from the additional Mana. The same can be said for Nourish as often using Nourish for Mana is more powerful in this deck since you have an additional draw engine in the form of Gadgetzan Auctioneer.

Fandral Staghelm requires more specific cards to become powerful, but is still capable of creating destructive turns. Although the most powerful things you can do with Fandral is Nourish, this usually requires Fandral to live for a turn. More commonly you will be using Fandral in combination with the cheaper spells in the deck such as Living Roots, Raven Idol, and Wrath. Feral Rage, and Mire Keeper are also extremely effective when used in combination with Fandral.

Barnes is another card that can create some powerful turns for you in the mid-game. Since you are usually hoping to hit Gadgetzan Auctioneer or Malygos with your Barnes, you should avoid playing it on turn 4 when you have no extra Mana available unless you are desperate for the board presence. Also keep in mind that the minion that is summoned is not removed from your deck, so you should not feel obligated to play spells just because you summon a synergy card if it does not feel powerful enough at the time.

Deciding when to use your Moonfire is key to a lot of matchups. In Control matchups, using Moonfire to draw cards with Gadgetzan Auctioneer and saving them for burst damage with Malygos can be equally powerful. Much of this decision rests of how the game is going for you currently, and various matchup concerns. Against a Control Warrior for example, you will rarely be able to burst them down directly with Malygos damage, which means that often using the Moonfires to cycle through your deck and pick up more resources can be more powerful. Against Aggro decks, you can feel free to use Moonfire for board Control if you are under serious pressure early.

Emperor Thaurissan is an inclusion in the deck that can allow you to create even more powerful combo turns with the aforementioned cards. Again, you will need to assess the state of the game as to what you want to use Emperor to achieve. In some games you will want to use Emperor to discount a Gadgetzan Auctioneer hand in order to draw through your deck quickly, where as in other games, you can try to discount a Malygos hand in order to create more direct damage potential.

Using Malygos correctly is one of the hardest parts of the deck to master. In some matchups where they will struggle to remove Malygos it is often correct to simply play it out as a 9-drop late in the game. This will force your opponent to either send all of their minions into it in order to remove it, or just ignore it and try and rush you down. In the later scenario you can often punish your opponent with some combination of removal spells, burst damage and Feral Rage in order to stabilise your own life total.

3.1. Synergies & Combinations

Moonfire can be combined with both Gadgetzan Auctioneer and Malygos for great effect.

A list of Fandral Staghelm's effects on various spells can be found below.

  • Living Roots will summon two 1/1 tokens and deal 2 damage.
  • Raven Idol will allow you to select both a Spell and a Minion.
  • Wrath will deal 4 damage and draw a card. It only gains +1 damage from each Spell Damage card.
  • Feral Rage will gain 8 Armour and give your Hero 4 attack.
  • Mire Keeper will summon an additional 2/2 token and gain you an extra empty Mana Crystal.
  • Nourish will draw you 3 cards and gain you 2 full Mana Crystals.

3.2. Mulligans & Matchup Specific Strategies

In every matchup you will be looking for Innervate and Wild Growth in your opening hand. Alongside this, Living Roots and Wrath are both valuable cards to keep. You should not keep Raven Idol, as it is more effective later in the game when you have more information about the state of the game. If you already have one of the Mana acceleration cards then you can keep a 4-drop minion such as Fandral Staghelm or Mire Keeper in your opening hand. These minions are also a valid keep if you have The Coin.

Against aggressive decks you will need to focus on removal and damage reduction early and try and activate a swing turn in the mid-game using Fandral Staghelm or Gadgetzan Auctioneer. Once you can stabilise and take control of the game, Feral Rage can be used to gain life and pull you out of range of burst damage. Swipe is a crucial card in these matchups and you can keep it if you already have a Wild Growth or Innervate. Living Roots is a key card in many of these matchups, and can be often be better used by holding it as a removal spell than by generating the 1/1s on the board, especially against Tempo Mage. Using Moonfire as a pure removal spell is also usually a good idea in these matchups.

Against Control decks you will need to identify early enough in the game whether a pure burst combo with Malygos is a viable win condition. In which case you can choose to hoard cards like Living Roots and Moonfire in your hand. If you don't feel like this strategy is going to work, then you will need to find an alternate win-condition with drawing a huge amount of cards through Gadgetzan Auctioneer, or getting a ton of value from Fandral Staghelm.

3.3. Card Swaps

Mulch and Feral Rage are fairly interchangeable. Feral Rage is a stronger card to have against Aggro decks, while Mulch is a more powerful card when dealing with late-game threats from a Control deck. Adapt the makeup of the deck to counter what you are facing for maximum results.

4. ChangeLog

  • 25 Aug. 2016: Deck added.
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