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Season 20 Legendary Druid Fast GvG Wild Deck

Last updated on Jan 08, 2015 at 13:42 by Sottle 5 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Disclaimer: this deck has been archived.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.

This guide outlines an aggressive Druid deck that aims to overwhelm the opponent with a string of mid-range minions. It is one of the most straightforward decks to play at a high level and has fairly consistent matchups across the board.

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. S20 Legendary Druid Fast GvG Wild Deck

Our deck costs 8,040 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This Druid deck aims to get off to a fast start using Mana acceleration cards such as Innervate and Wild Growth, then continue to apply pressure using a seemingly never-ending string of powerful midrange minions, before finishing the game with a Savage Roar combo.

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, consider the opening hand of Innervate, Wild Growth, Shade of Naxxramas, The Coin, and Piloted Shredder. You may be tempted to use The Coin and Innervate to play the Shredder on turn 1. However, Innervating the Shade on Turn 1, then using Wild Growth on Turn 2, followed by the Shredder on turn 3 curves through your hand more naturally and preserves your Coin. As a general rule you also do not want to use The Coin on turn 1 to play a Wild Growth unless you have a 3 Mana card to play on turn 2.

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.

Important cards to use correctly in this deck are Shade of Naxxramas and Druid of the Claw. Learning when to attack with your Shade is one of the most complex skills for this deck, and can easily be the fine line between victory and defeat. In a perfect world your Shade remains Stealthed the entire game, revealing itself only when combined with Savage Roar to finish the game. However, there will be times where you can get two attacks from your Shade by revealing it early, or times where you will need to kill a minion to cement your board position. Getting a feel for these situations will simply take time and experience with the deck. Druid of the Claw on the other hand, is a more simple proposition. In this deck you almost always want to play the Druid in Charge form to maximise pressure on your opponent and avoid a potential The Black Knight.

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. Sticky minions such as Spectral Knight, Piloted Sky Golem and Piloted Shredder 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

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.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy is extremely simple with this deck. In most cases you will discard your whole hand to look for Innervate and Wild Growth. If you already have at least one of these cards then you can start to plan your first 4 turns as outlined at the start of the guide and keep additional minions accordingly.

Against an Aggro deck like Hunter or Zoo, Innervate is still powerful, especially with Keeper of the Grove. Skipping turn 2 to activate Wild Growth, however, is usually too slow and you would much rather have a Wrath to play out on turn 2 instead.

Against extremely slow Control matchups like Warrior, you can actually afford to keep Ancient of Lore in your hand. The key to these matchups is simply not running out of resources against their removal, and since a fast start is not required, you can often keep the Ancient of Lore to be able to refuel your hand on Turn 7.

3.3. Card Swaps

Cenarius can be included in place of Dr. Boom if you do not have access to it.

The tech cards like Harrison Jones and Big Game Hunter can be cut from the deck if you are not finding good targets for them. In their place you can include additional midrange minions like Spectral Knight or Bomb Lobber.

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