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Season 11 Legendary Miracle Druid Naxx Wild Deck

Last updated on Nov 24, 2014 at 11:32 by Sottle 4 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Disclaimer: this deck has been archived.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.

Below you will find a guide on how to play Miracle Druid. Miracle Druid is an extremely fun, yet powerful deck, that relies on strong combos and card interactions to overwhelm your opponent. It can also be built extremely cheaply by cutting the Legendary cards for cheaper alternatives.

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. S11 Legendary Miracle Druid Naxx Wild Deck

Our deck costs 3,720 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

4
2
6
4
6
4
2
2

3. Strategy

Miracle Druid is a deck that tries to combine the board pressure of Midrange Fast Druid with the oppressive card draw mechanics of Miracle Rogue. It has strong matchups against Aggro due to the high amount of early removal and with a good Gadgetzan Auctioneer draw it is also capable of out-pacing Control decks.

Unless you find a Wild Growth to play on Turn 2, your early game turns will often be quite passive. You will have to use some of your cheap removal spells like Claw and Wrath to control the board and stall the game. Unlike most Druid decks you should not automatically use Innervate in the early game to force out a big minion, since Innervate has such great utility in the deck in combination with Violet Teacher and particularly Gadgetzan Auctioneer. The one Innervate play you should definitely consider is turn 1 Innervate, Shade of Naxxramas. Apart from this, it is usually more beneficial to keep your Innervates in hand.

Having a Stealthed Shade of Naxxramas on board is extremely powerful going in to the mid-game. It creates both the constant threat of a Savage Roar combo for massive damage, and the opportunity to make an efficient trade and clear the way for your win condition minions like Gadgetzan Auctioneer and Violet Teacher. Evaluating when to attack with your Shade is one of the most skill intensive parts of the deck and will come with practice. However, as a general rule, your Violet Teacher and Auctioneer are more important, and if you can use Shade of Naxxramas to protect them, you should strongly consider it.

Some time between turns 4 and 7, you will look to start your "Miracle" turn with either Violet Teacher or Gadgetzan Auctioneer. The term Miracle is borrowed from Miracle Rogue decks and is used to describe a turn where you cast a large number of spells and leave the board position in a drastically better state than when you started. Ordering is extremely important here. When using Violet Teacher, you want to make sure that Power of the Wild is the last spell you cast, in order to buff the maximum amount of 1/1 tokens. On the other hand, when using Gadgetzan Auctioneer, you should always look to start with Innervate and Moonfire. This is in order to draw the most cards before spending any Mana, and give you the most choices on how to start spending it.

Going in to the late game, you will start to look for opportunities to finish the game with a Force of Nature plus Savage Roar combo. Between the Azure Drakes, Bloodmage Thalnos, Ancient of Lores, and Gadgetzan Auctioneer, this deck plays an extremely high amount of card draw. Because of this, you should find yourself drawing your combo nearly every game. From here it is simply a matter of maneuvering your board state and your opponent's life total into a position where you can win the game. This deck does not play a great deal of sticky minions to facilitate this, so you are most likely to achieve this by keeping your opponent's minions at bay with the high quantity of removal cards at your disposal.

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

Having a Stealthed Shade of Naxxramas that has grown to a significant size to be a part of a Savage Roar combo can create huge amounts of damage.

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. This can be compounded further by additional spells such as Claw and Moonfire.

The Gadgetzan Auctioneer and spells combination is used to cycle through your deck. Using Innervate during this combo will give you two extra Mana to work with, whilst drawing a card itself. If at 10 Mana using Wild Growth in combination with Gadgetzan will draw 3 cards.

The Violet Teacher and spells combination is similar to the above combo, except each spell will summon you a 1/1 instead of drawing a card. Using Power of the Wild at the end of your combo will buff all of your 1/1s to 2/2s.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy for this deck mirrors that of Miracle Rogue almost exactly. Against Control you will discard your whole hand to look for your key combo cards in Violet Teacher and Gadgetzan Auctioneer, whilst also looking for Wild Growth and Shade of Naxxramas.

Against Aggro, you will instead look for your early removal cards like Claw and Wrath to control the threat of early cards like Undertaker and similar cards. The key in these matchups is survival and keeping your life total at a stable level. This will let you swing the game in a later turn using a Gadgetzan Auctioneer or Violet Teacher. Against Aggro decks this will usually be enough to seal the game if you can back up your board position with additional removal.

3.3. Card Swaps

The Black Knight can be included in place of Loatheb if you find yourself having to deal with a lot of problematic taunts.

Alexstrasza is worth considering in place of Power of the Wild. The potential for 2-turn combo kills in the deck with turn 9 Alexstraza into turn 10 Force of Nature, Savage Roar, plus Claw or Moonfire is very high.

Big Game Hunter is another viable inclusion since the deck struggles to deal with huge minions. Bloodmage Thalnos is a viable cut to make room for this inclusion.

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