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Season 32 Cheap Druid TGT Wild Deck

Last updated on Dec 16, 2015 at 14:40 by Sottle 42 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Disclaimer: this deck has been archived.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 deck:

  • has been designed for players who have levelled most classes to Level 10, cleared the AI, and are looking to start climbing in Ranked mode;
  • costs 1,000 Arcane Dust or less;
  • is built entirely of Basic, Common and Rare cards.

While this deck will not immediately make you competitive at the highest levels of Ranked mode, it is strong, and replicates many key strategies of high level decks while using cheaper cards. If played well, it can certainly hold its own against decks of higher cost.

In addition to listing the deck, we will also discuss the cards that are included and how they are best used, as well as explaining the reasoning behind cards that are not included. Finally we will explain how you can improve the deck through various resources you may have available.

Note that to succeed with this deck (as with all decks), you need to make the correct decisions while playing. For this reason, we advise you to also read these two articles: Card Advantage and Why Am I Losing?.

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. S32 Cheap Druid TGT Wild Deck

Our deck costs 1,000 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This Druid deck is based on the popular Ramp Druid archetype, and aims to replicate a similar effect with cheaper cards. By combining high quality Commons and Rares with the excellent Basic cards in the Druid class such as Innervate, Swipe, and Wild Growth, you are able to build a very functional deck on a budget.

The idea of the deck is to gain an advantage from cards like Wild Growth, Innervate and Darnassus Aspirant by playing a large amount of late-game minions and spells to dominate your opponent. Due to this, you will want to mulligan as hard as possible for these three key cards in every matchup. Even if you do not get one of these important tools in your opening hand, the deck still plays a very stable curve of minions to play out on each turn.

Learning to use Innervate and Wild Growth correctly is key to playing the deck. As a general rule, you want to use Innervate as early as possible, since its value diminishes over time. For example, playing a 4-drop on turn 2 is usually more powerful than playing a 7-drop on turn 5. If you have multiple Innervates and Wild Growths in your hand early then you should stop and plan out what your next 3-4 turns will be to decide how to best use them.

3.1. Card Choices

In this section we will discuss some of the cards that have been chosen, how to use them effectively, and why they are chosen over other possibilities. Hopefully this will both help you to succeed with this deck, as well as inform your own deck building decisions in the future.

Innervate is a key card in the deck. Pushing out a large minion early can often set you up to win single handedly. A Chillwind Yeti played on turn 2, or turn 1 utilising The Coin, can dominate the board for many turns to come.

Darnassus Aspirant introduces a further Ramp mechanic into the deck, and increases the consistency with which you can accelerate into your high quality 4 Mana minions. It is also an excellent counter to Mages playing Mirror Entity, since you can use it do destroy one of their Mana Crystals.

Wild Growth is one of the most important cards in the deck if you draw it early. Being able to get a Mana ahead of your opponent for the whole game usually means you will get to be the one dictating the terms of the match, while your opponent must focus on answering your pressure on each turn.

Wrath is a premium removal card for Druids. The versatility of the card to either deal 3 damage, or cycle through your deck is you need additional options for later turns, cannot be overlooked.

Savage Roar was omitted from the Basic only Druid deck, however, since this deck plays a large amount of card draw, and features Druid of the Claw that can be played in Charge for big damage, it is deemed good enough to play as a one off finisher card.

Your 3-drop minions in the deck, Harvest Golem and Spider Tank are both dramatic improvements over the 3-drops available in the Basic set, and will build you a much better platform for your later cards.

Swipe is one of the best cards in the basic set and functions as your AoE clear in the deck. Always be on the look out for situations where you can create good value for Swipe by hitting minions and leaving them at 1 Health.

Piloted Shredder is added to the deck alongside the standard value Basic 4-drops. Piloted Shredder is one of the most common minions in the game currently, even at the highest level, and represents enormous value for a 4 Mana card. Since it is difficult to remove completely, it also synergises quite well with Savage Roar.

Azure Drake is included as the deck's first Rare. Azure Drake is a staple card in many decks, as the value of dropping a large body onto the board whilst simultaneously drawing a card is very high. Without access to Ancient of Lore, a very important Epic, Azure Drake goes some way to fulfilling the same role.

Druid of the Claw is another staple card in high level Druid decks from the Common set. This card is very flexible and can be played both as an aggressive or defensive option, depending on the state of the board.

Starfire is another strong value card in the deck. 5 Health is a very common number amongst strong cards in the Basic set, so being able to kill a 5 Health minion and draw a card is usually a favourable exchange for you.

Sunwalker is the other Rare inclusion in the deck. Sunwalker is a very high value minion, especially against classes that do not have the ability to deal 1 damage easily with their Hero Power. You will find Sunwalker can function both as a defensive wall, and as a sticky minion that can aggressively be buffed with Savage Roar.

Ironbark Protector is your trump card and finisher in the deck. You will look to exhaust your opponent's removal options like Hex or Polymorph before playing this card. Try to force your opponent to waste such removal cards on your Chillwind Yeti or Sunwalker, before punishing them by dropping the larger minion. If you can get Ironbark Protector out early enough using Innervate and Wild Growth and it goes unanswered, it can be often be enough to win the game.

North Sea Kraken is an additional finisher in the deck. As a card that was clearly introduced into the game to give budget options more powerful plays in the late-game, it is a fantastic fit for a deck like this and can represent a fantastic swing if you are able to remove a minion from your opponent and simultaneously drop a huge body into play.

3.2. Card Omissions

Here we will talk about some of the cards that are not included to help you understand and identify weaker cards, hopefully improving your deck building skills.

Naturalize is not included in the deck, since Card Advantage is a very important resource in Hearthstone. By using 1 card to destroy 1 card from your opponent, while drawing them 2 cards, you basically ensure that you will be behind on this important resource for the whole game.

Power of the Wild is not included, since this deck is focused on playing one large minion each turn. Power of the Wild works better in a deck that is designed to fill the board with multiple smaller creatures, and then buff them all.

Mark of Nature and Mark of the Wild are left out of the deck since they are reliant on having a minion in play, and can often sit dead in your hand. This deck wants its cards to be useful and powerful on every turn, non-situationally, making a more consistent curve of minions preferable.

Soul of the Forest is not featured in the deck for the same reasons as Power of the Wild.

Druid of the Fang is not included since it requires a very specific deck to be effective. The number of Beasts that must be included in the deck for this card to be reliable is quite high, and not very appropriate for this type of deck.

3.3. Card Swaps

Obviously, as a Cheap deck, this list has a lot of room for improvement. As you progress with the game and gain access to more cards and Arcane Dust, here are some additions that you may consider.

If you have access to the Naxxramas set, the following additions are excellent:

  • 2 x Shade of Naxxramas for 2 x Spider Tank. Shade of Naxxramas is an excellent card in a deck that features Savage Roar, since the ability to sit on the board in Stealth and simply wait for the turn it can be buffed for huge damage is often a game winning play. If you do put 2 Shade of Naxxramas in your deck, you should also consider adding a second Savage Roar.
  • 2 x Sludge Belcher for 1 x Sen'jin Shieldmasta, 1 x Stormwind Champion. Sludge Belcher is an extremely high value minions, and by replacing one minion from below it on the Mana curve, and one minion from above it, you can include them in your deck without affecting the overall balance of the deck too much.

For other strong cards to consider, look at our full budget Druid decks, or our Crafting Guide.

If you have access to the Blackrock Mountain expansion, you can consider the following changes.

  • Emperor Thaurissan for 1 x Sunwalker. Emperor Thaurissan is a fantastic card for a deck such as this, since it can drastically speed up your late-game plays.
  • 1 x Druid of the Flame for 1 x Harvest Golem. The flexibility of Druid of the Flame makes it an excellent 3 Mana minion, but the extra power of Spider Tank is preferred to have more effect on the board. Druid of the Flame functions excellently as a third 3 Mana minion however.

If you have access to the League of Explorers expansion, you can consider the following changes.

  • 2 x Mounted Raptor for 2 x Spider Tank. Mounted Raptor is a much more resilient card than Spider Tank, Deathrattle minions are largely favoured in Constructed due to how difficult they are to remove completely, and Mounted Raptor is no different.
  • 1 x Raven Idol for 1 x Harvest Golem. Raven Idol is an extremely flexible card that can pick you up extra Ramp cards at the start of the game, or give you key removal spells on important turns.
  • Arch-Thief Rafaam can also be included in the deck in place of one of the late-game cards as a more powerful threat.

4. ChangeLog

  • 16 Dec. 2015: Updated with LoE card swap suggestions.
  • 02 Sep. 2015: Updated for TGT cards. Added 2 x Darnassus Aspirant, 1 x North Sea Kraken and 1 x Sunwalker for 2 x Boulderfist Ogre, 1 x Anodized Robo Cub and 1 x Mark of the Wild
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