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Season 20 Legendary Druid Hybrid GvG Wild Deck

Last updated on Feb 19, 2015 at 14:40 by Sottle 17 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Disclaimer: this deck has been archived.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.

The following guide outlines a Druid deck that aims to achieve a middle ground between the aggression of Fast, double Savage Roar combo Druid decks, and defensive Ramp Druid decks. Due to this, it has very balanced matchups across the board, but loses some of the power in specific matchups that you can gain from playing a more focused deck.

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 Hybrid GvG Wild Deck

Our deck costs 8,640 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This Druid deck combines elements from both of the popular archetypes. It features some of the more defensive cards from Ramp Druid, such as Zombie Chow, Sludge Belcher, and Mind Control Tech, but still plays the strong string of mid-range minions and two copies of Savage Roar from Fast Druid. By doing this, it aims to create a comfortable middle ground where you gain a bit more survivability against Aggro decks, without sacrificing too much of your advantage against Control decks. As such, you should favour this deck over our other Fast Druid decks if you are facing a lot of Aggro.

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 Sludge Belcher, Piloted Shredder, and Shade of Naxxramas 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 for this deck is quite straightforward. In most matchups you will look for Zombie Chow as well as Wild Growth and Innervate which are you two key Ramp 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, Zombie Chow, Wild Growth, Piloted Shredder is a perfect curve of cards to play on turn 1-3.

Against Aggro, Zombie Chow 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, 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, Zombie Chow is less important, and you should prioritise drawing into your Ramp cards, often going as far as throwing away an opening hand Zombie Chow. 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

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.

Cenarius can be cut from the deck in favour of Ragnaros the Firelord. Ragnaros is a more aggressive option, while Cenarius is less situational, and can be a saviour against Aggro.

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