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Season 32 Legendary Druid Fast No BrM/LoE/Kara Wild Deck

Last updated on Nov 05, 2015 at 23:26 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Disclaimer: this deck has been archived.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.

The following guide outlines how to play a Grand Tournament build of the classic Fast Druid deck. This particular build, features extra Ramp mechanics in the form of Darnassus Aspirant which both increases your consistency and provides a solid early body against aggressive decks.

This deck does not suffer too much from the lack of Blackrock Mountain. You do lose the explosive power of Emperor Thaurissan, but the deck functions in more or less the same fashion.

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 Legendary Druid Fast No BrM/LoE/Kara Wild Deck

Our deck costs 6,940 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

2
0
6
4
7
7
0
4

3. Strategy

This updated version of the classic Fast Druid archetype brings more security to your early-game by introducing a further Mana acceleration mechanic. The addition of Darnassus Aspirant to the deck, means that you can play extra 4 Mana cards and be confident that you can play them reliably.

Managing your early turns is often the most complex part of playing this deck. If you have combinations of cards like Innervate, Darnassus Aspirant, 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. You should also avoid keeping all three Mana acceleration cards in your opening hand, since for the most part they will just get in each other's way. Also keep in mind that Darnassus Aspirant is not as reliable as the other two options, since if your opponent is able to destroy it, it messes up your plans for the following turns. Due to this, it is usually favourable to use the reliable Wild Growth, if the curve of your hand is perfect, and not have to rely on Darnassus Aspirant.

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.

The deck features an additional 4-drop minion in the form of Savage Combatant. In general you should favour playing the Piloted Shredder as your turn 4 drop, however Savage Combatant can be extremely destructive if you are able to Innervate it early, or play it on an empty board. In most situations however, Savage Combatant is better saved for a turn 6 play when you can use the Hero Power immediately and simulate the effects of a Fire Elemental.

Druid of the Claw is a minion that is very flexible. Since there is no real threat of The Black Knight in the meta currently, you should favour playing it in Taunt form most of the time. However, there are opportunities where charging it will let you pick up a strong trade immediately, or allow you to pressure your opponent and potentially set up a win for the following turn.

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. Azure Drake is a further minion that can provide you with more resources if you do not hit your Ancient of Lore straight away. Keeping your resources high 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

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 Wild Growth, Innervate and Darnassus Aspirant, which are you three 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, Wild Growth, Piloted Shredder, Druid of the Claw is a perfect curve of cards to play on turn 2-4.

With The Coin, Shade of Naxxramas is usually your most flexible minion in terms of playing out a smooth curve with Ramp cards. For example, you can Innervate a Shade on turn 1, you can use The Coin to play Wild Growth on turn 1 and then follow up with a Shade on turn 2, or you can do the same thing with Darnassus Aspirant and follow up with Shade if it lives.

Against Aggro, Wrath 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 and Darnassus Aspirant, 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, simply Mulligan hard for your Ramp cards as usual. 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

Loatheb can be cut from the deck in favour of a tech card such as Harrison Jones if you are finding yourself up against a large amount of weapon classes.

Additional Anti-Aggro cards such as Zombie Chow or Mind Control Tech can be included in the deck in place of 1 Savage Combatant.

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