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Legendary Sottle's Druid Fast Wild Deck

Last updated on Mar 14, 2016 at 14:26 by Sottle 17 comments

Table of Contents

The following guide outlines how to play a version of the popular Midrange, or Fast Druid deck adapted for the LoE meta. Although it features no LoE cards specifically, it does include various tech options to fight against popular LoE decks.

This build is Sottle's particular version of the deck and cuts out Darnassus Aspirant to make room for the excellent Living Roots.

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 Sottle's Druid Fast Wild Deck

Our deck costs 5,820 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This updated version of the classic Fast Druid archetype brings in Living Roots to the deck. This card is extremely flexible as it can provide you with immediate board presence on turn 1, take out a problematic early minion like a Knife Juggler, be used for Tempo plays in the mid-game with Azure Drake, or add damage to your Force of Nature plus Savage Roar combo on turn 10.

The sacrifice that is made by adding this card to the deck is removing Darnassus Aspirant from the deck. This might seem strange, since Aspirant provided a new dimension to Druid decks when it was added to the game. However, most players have caught on to his plan, and they mulligan appropriately by keeping a Frostbolt, Darkbomb or similar card in their hand to deal with Aspirant. By not having Aspirant in your deck, you can punish them for keeping these cards as your deck has no good targets for them.

On top of this, Aspirant is a very poor draw in the late-game where it has next to no effect on the game. Living Roots is a much more flexible card as described enough, which makes it more powerful at every stage of the game.

Managing your early turns is often the most complex part of playing this deck. If you have combinations of cards like Innervate and Wild Growth in your opening hand, there are often various ways to play out the opening turns. Plan through your first 1-4 turns and consider what you can play on each using your resources, and try to avoid the mentality of getting out the biggest minion you can as early as possible. For example, with the opening hand of Innervate, Piloted Shredder, and Shade of Naxxramas, you may initially want to Innervate the Shade on turn 1. However, this leaves you with a dead turn on turn 2. A more natural curve is to Innervate the Shredder and then play the Shade as normal on turn 3. There are various combinations like this that will have the their own solution based on the deck you are facing, but as a general rule, try to play your cards in the order that gives you a powerful play on each turn instead of spending all your resources to rush out one card.

Transitioning into the mid-game, this deck becomes a lot easier to play. On most turns you will simply try to follow a natural curve by playing a minion that uses all your Mana. This deck plays a very stable curve of creatures to facilitate this strategy. Try to remove your opponent's minions with your removal spells such as Wrath and Swipe to preserve your minions and create repetitive damage. In situations where you are unable to clear minions with spells, make trades with your minions only in the cases where it is extremely efficient to do so. Instead, push through damage to your opponent and let them make the trades for you. It is important however, to recognise when you are facing a deck more aggressive than your own, such as Hunter, in which case you should switch to playing the Control role and clear your opponent's minions.

Druid of the Claw is a minion that is very flexible. Since there is no real threat of The Black Knight in the meta currently, you should favour playing it in Taunt form most of the time. However, there are opportunities where charging it will let you pick up a strong trade immediately, or allow you to pressure your opponent and potentially set up a win for the following turn.

Another very powerful card in this deck is Emperor Thaurissan, which serves two main powerful purposes. Firstly, an early Emperor Thaurissan that is forced out using Wild Growth or Innervate is likely to survive for more than one turn, providing you with repeated discounts on your cards and functioning as an ongoing Wild Growth effect for as long as it lives on the board. Secondly, playing Emperor Thaurissan in the late-game where you have a large hand, can provide you with a huge overall mana discount. Perhaps the most powerful thing that can be done with this card, is to discount the cost of your Force of Nature and Savage Roar combo pieces, further increasing the amount of damage you are able to do past the usual threshold of 14.

Once you have reached the late-game, your key card is Ancient of Lore. This will help you to refill your hand and continue to pressure your opponent. As long as you do not run out of resources you can just continue to play multiple mid-range minions per turn and overwhelm your opponent's removal options. Azure Drake is a further minion that can provide you with more resources if you do not hit your Ancient of Lore straight away. Keeping your resources high will help you to maintain a board presence and compound the damage of the eventual Force of Nature plus Savage Roar combo that you will use to finish the game.

Dr. Boom is also a hugely powerful card, even more so in this deck than most. Since it summons 3 total minions, it has fantastic synergy with your Savage Roar combo due to the three bodies it creates which will all get buffed. Because of this fact, your opponent will often be unable to ignore the Boom Bots like they can against many other classes, causing them to make inefficient trades and raising the value of Dr Boom even further.

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 + 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.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy for this deck is quite straightforward. In most matchups you will look for Wild Growth, Innervate and Living Roots, which are your key early game cards. If you already have one or more of the Ramp cards in your hand, then you can start to keep additional cards to fill our your curve. For example, Wild Growth, Piloted Shredder, Druid of the Claw is a perfect curve of cards to play on turn 2-4.

With The Coin, Shade of Naxxramas is usually your most flexible minion in terms of playing out a smooth curve with Ramp cards. For example, you can Innervate a Shade on turn 1, you can use The Coin to play Wild Growth on turn 1 and then follow up with a Shade on turn 2.

Against Aggro, Wrath is even more important than usual. Against extremely fast Aggro decks, such as Hunter or Mech Mage, Wild Growth can often be too slow, as skipping your turn 2 will often leave you too far behind on Tempo. Instead, you should mulligan more aggressively for Innervate and Living Roots, especially in combination with Keeper of the Grove. An early Keeper of the Grove can easily control the board for the first 2 or 3 turns and provide you with the time you need to set up your late-game.

Against Control decks, simply Mulligan hard for your Ramp cards as usual. You can consider keeping Ancient of Lore in your hand against very slow decks like Control Warrior, since you are likely to outpace your opponent anyway, and being able to refill in the late-game is more important than guaranteeing a blistering start.

3.3. Card Swaps

Harrison Jones can be cut from the deck in favour of a second Azure Drake if you are not encountering enough Weapon classes to make it worth it.

Additional Anti-Aggro cards such as Zombie Chow or Mind Control Tech can be included in the deck in place of 1 Shade of Naxxramas.

4. ChangeLog

  • 15 Mar. 2016: Deck has been reviewed and deemed appropriate for Season 24.
  • 10 Jan. 2016: Removed 2 x Darnassus Aspirant, 1 x Savage Combatant for 2 x Living Roots, 1 x Big Game Hunter.
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