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Legendary Token Druid Standard Deck

Last updated on Jul 27, 2016 at 13:19 by Sottle 10 comments

Table of Contents

This guide contains instructions on how to play Token Druid. It is a combo-focused deck that relies on the power of a few key cards to create incredible board states that your opponent will struggle to deal with. This version of the deck shies away from some of the more all-in cards like Wisps of the Old Gods and instead focuses on a more powerful curve of minions such as Azure Drake and Ancient of War.

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 Token Druid Standard Deck

Our deck costs 7,080 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Yogg Token Druid is a deck that can start slowly, but quickly explodes in the mid-game to create devastating board states and huge amounts of burst damage. This build of the deck moves away from including Yogg-Saron, Hope's End and instead adds in more token cards like Onyxia and individual threats like Ancient of War.

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. 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, the power level of your deck starts to spike significantly. Violet Teacher and Fandral Staghelm are the two cards that are the core of most of the powerful mid-game plays with this deck. Violet Teacher alongside the numerous cheap Spells in the deck, especially Innervate, can start to generate huge board states, particularly if you are able to finish your turn with a Power of the Wild to buff all of your tokens up to 2/2. Keep in mind that Power of the Wild itself will spawn a 1/1 token before buffing it, so even something as simple as Violet Teacher, Innervate, Power of the Wild will create a huge board state.

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 are Nourish and Ancient of War, these usually require 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. Power of the Wild, Feral Rage, and Mire Keeper are also extremely effective when used in combination with Fandral. Much like with Violet Teacher, Power of the Wild will spawn the 3/2 Panther first before buffing your entire board.

Emperor Thaurissan is an inclusion in the deck that can allow you to create even more powerful combo turns with the aforementioned cards. Without use of Innervate, it can sometimes be difficult to activate a particularly destructive combo with Violet Teacher or Fandral Staghelm in the mid-game, whereas Emperor can allow you to string together huge numbers of cheap spells in order to gain massive value.

Nourish and Mire Keeper both have options to accelerate your Mana. However, in most scenarios you will be using these cards for their alternate options. The additional token spawned by Mire Keeper synergises excellently with the Token-focused nature of the deck and the card draw granted by Nourish is crucial not only to keep you high on resources but also to dig through your deck for the key cards that tie your strategy together like Violet Teacher and Fandral Staghelm. However, pay attention to the makeup of your hand; if accelerating your Mana will allow you to spike into a powerful play like Cenarius, Emperor Thaurissan or a big Violet Teacher turn more quickly, then it can be appropriate to take the Mana option. Also keep in mind that unlike most of Druid's Mana acceleration cards, Nourish grants full Mana Crystals which means that you will have access to 2 additional Mana straight away after casting it.

Your late-game threats in Onyxia and Cenarius are crucial for closing out the game. As a general rule, you will want to use Onyxia for the purpose of generating a board, often after your opponent has successfully cleared a previous large board state. Cenarius on the other hand can prove more useful for buffing an existing board state to push for huge damage. There will be situations however, where you will need to play Cenarius with the extra 2/2 minions in order to represent sufficient pressure on the board.

Against specific classes such as Warrior, you can try to combine Onyxia and Power of the Wild in the same turn using an Emperor Thaurissan discount in order to play around small AoE effects like Whirlwind and Ravaging Ghoul.

3.1. Synergies & Combinations

The key synergies in the deck revolve around Fandral Staghelm and Violet Teacher. Violet Teacher will spawn a 1/1 Token for each Spell cast which can all be buffed immediately by Power of the Wild or on a later turn by Savage Roar or Cenarius. 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.
  • Power of the Wild will summon a 3/2 Panther and then buff it and your other minions by +1/+1.
  • 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.
  • Ancient of War will be summoned as a 10/10 Taunt minion.
  • Cenarius will summon two 2/2 Taunts and then buff them and your other minions by +2/+2.

Savage Roar, Power of the Wild, or Cenarius can be used as a finisher on a large board of minions.

3.2. Mulligans & 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, Violet Teacher, 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 Violet Teacher or Fandral Staghelm. 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.

Against Midrange or more controlling decks, the key part of the matchup is to play around their AoE options effectively. You should aim to test the waters by committing the minimum amount of resources to the board in order to force your opponent to use their AoE options. Since you have multiple ways to refill the board several times you should be able to outlast their removal options. Soul of the Forest is a key card to complete this strategy as it makes your board incredibly resistant to removal.

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.

One Nourish can be cut for a Bloodmage Thalnos to increase your removal power.

4. ChangeLog

  • 27 Jul. 2016: Deck added.
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