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Season 10 Legendary Druid Control Wild Deck

Last updated on Aug 29, 2014 at 21:16 by Poyo 15 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

On this page, you will find a S10 legendary budget Druid Control Wild deck. It costs 9,360 a total of Arcane Dust to make, and it is called legendary because it utilises any number of required Legendary cards. This deck is designed to help you reach the top of the rankings (and possibly even Legend rank).

1. S10 Legendary Druid Control Wild Deck

Our deck costs 9,360 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

1.1. Mana Curve


2. Strategy

Our Legendary Control "Ramp Up" Druid Deck focuses on sacrificing early game for Mana acceleration in order to get to the late game faster. The term "Ramp" comes from Magic: The Gathering and it essentially refers to a play style relying on Mana acceleration.

As already mentioned, "Ramp" Druids rely on Mana acceleration provided by Innervate and/or Wild Growth in order to the reach late game faster. Since the deck offers no early pressure, you will rely on defensive play throughout early game and attempt to control the board with Wrath, Keeper of the Grove, and Swipe.

Playing an early Sen'jin Shieldmasta, Chillwind Yeti, or even a Druid of the Claw with Wild Growth or Innervate can easily counter any aggressive opponent. You should always attempt to use your Innervate efficiently, which means holding on to it until you can play a high value minion or removal such as Swipe in order to counter your opponent's pressure or setting up your own board.

Most of your minions have Taunt, however when under immense pressure, you can always use Mark of the Wild and turn your Keeper of the Grove, Chillwind Yeti, or any other minion without Taunt into an excellent Taunter. Mark of the Wild can be used aggressively, however keep in mind that if your opponent Manages to take the buffed minion out with a single spell, you will give them card advantage.

Speaking of card advantage, most of your minions have a lot of value and when played earlier thanks to the Mana acceleration provided by Wild Growth or Innervate, as they will often force your opponent to dedicate more than 1 card in order to deal with them.

Ancient of Lore can provide necessary healing when running low on health, however in most situations you will use it to draw cards, create card advantage and pull ahead of your opponent.

Ancient of War should always be played as a Taunter, however keep in mind that your deck offers many excellent targets for The Black Knight, which is why you should always play it carefully and attempt to lure out The Black Knight with another taunter such as Sen'jin Shieldmasta or Druid of the Claw.

Bloodmage Thalnos can be amazing when you benefit from the Spell Damage, however in most situations you will simply play it with your spare Mana and cycle it. Bloodmage Thalnos is not a requirement in this deck and can easily be replaced.

The Black Knight can easily create card advantage and turn the board in your favour if your opponent plays a Taunter, however when playing against decks without Taunters, you will most likely hold on to it until you can take out a big threat with your Mark of the Wild + The Black Knight combo.

Cenarius can serve as a finisher if you have board advantage, however in most situations you will have to use it for its defensive value.

Ragnaros the Firelord is an amazing finisher and will always make a huge impact on the board. You should always consider the possibility of a Faceless Manipulator + Big Game Hunter combo and what your possible responses will be if that happens, before it ruins your game.

2.1. Synergies and Combinations

Wild Growth provides Mana acceleration, which allows you to reach the late game faster and play minions with much higher value earlier.

Mark of the Wild will turn any minion without Taunt in to an excellent Taunter, and it can potentially be used on an opponent's minion in order to make it a suitable target for your Big Game Hunter or The Black Knight.

Bloodmage Thalnos can empower your spells and unless you wish to cycle it, you should always hold on to it until you can benefit from the Spell Damage.

2.2. Mulligan / Starting Hand

You should always mulligan for an Innervate or Wild Growth. Mana acceleration is the key in most match-ups and you should always attempt to get it in your starting hand.

Against aggressive decks you should mulligan for an Innervate or decent early game removal. Keeper of the Grove, Wrath, and Swipe will often prove to be essential against minion-heavy aggressive decks.

2.3. Card Swaps

Choosing which cards to replace always depends on the meta game, however in most situations you will be going after additional healing that can be provided by Earthen Ring Farseer or Healing Touch.

If you do not have The Black Knight or Bloodmage Thalnos, you can always consider replacing them with Sylvanas Windrunner, Cairne Bloodhoof, or an additional Faceless Manipulator.

3. ChangeLog

  • 29 Aug. 2014: The deck has been reviewed and deemed valid for Season 6.
  • 06 Jul. 2014: The deck has been reviewed and deemed valid for Season 4.
  • 07 Jun. 2014: Updated the deck for Season 3.
  • 25 Mar. 2014: Revamped the deck.
  • 18 Jan. 2014: Updated the deck to account for the most recent Hearthstone patch. Also made some modifications to account for the reduced frequency of Mages being played.
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