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Season 20 Mid Budget Druid Fast Naxx Wild Deck

Last updated on Nov 24, 2014 at 11:32 by Sottle 1 comment

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Disclaimer: this deck has been archived.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 consistent curve of hard to remove 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 Mid Budget Druid Fast Naxx Wild Deck

Our deck costs 3,840 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

The goal of this deck is to play out a smooth curve of difficult to remove minions on every turn. Then, aggressively push for damage throughout the mid-game to enable you to finish your opponent with a Force of Nature plus Savage Roar combo.

Your early turns will consist either of using Innervate to accelerate out a large minion, or simply playing through your curve with your low-drops such as Haunted Creeper, Echoing Ooze and Shade of Naxxramas. The minions in this deck are chosen deliberately to be awkward to remove, and maximise the amount of bodies you have in play. This will allow you to compound your damage over time by increasing your board presence.

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.

Entering the late-game, the key card in your deck is Ancient of Lore. Without this card you are prone to running out of resources, due to the high quantity of low cost minions in your deck. As long as you do not run out of cards, you can continue to pressure your opponent with your midrange minions such as Spectral Knight, Loatheb, Druid of the Claw. The goal of the turns leading up to turn 9 is to maximise your board presence to compound the damage of your eventual Savage Roar combo that will end the game.

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.

Playing Echoing Ooze plus Defender of Argus on turn 6 will create three 2/3 minions. This is an excellent way to refill the board after an AoE from your opponent.

3.2. Mulligans & Matchup Specific Strategies

The mulligan strategy is extremely simple with this deck. In most cases you will simply discard your whole hand to look for Innervate and your early minions such as Haunted Creeper and Echoing Ooze. If you already hold an Innervate you should mulligan aggressively for a strong card to play with it, such as turn 1 Shade of Naxxramas. When faced with an aggressive deck like Hunter or Zoo, you should look for a Wrath to deal with the potential threat of their turn 1 Undertaker.

Against extremely slow Control matchups like Warrior or Paladin 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

One or two Big Game Hunters can be included in place of Harvest Golems to give you an answer to huge minions like Ragnaros the Firelord or Giants.

The Black Knight can be removed from the deck if you are not facing a large amount of Taunts. Cairne Bloodhoof is a natural replacement in this Mana slot as it fits perfectly with the theme of difficult to remove minions.

The Haunted Creepers can be exchanged for Sunfury Protector. This will weaken your early game due to Sunfury being much easier to remove. However, it does provide you with more mid game stability by allowing you to Taunt your midrange minions. Placing Taunt on a Spectral Knight is an extremely powerful combo.

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