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Season 32 Legendary Token Druid TGT Wild Deck

Last updated on Nov 05, 2015 at 19:29 by Sottle 24 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Disclaimer: this deck has been archived.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 how to play Token Druid, a faster version of Druid that stops just short of being an all-out Aggro deck, but is primarily concerned with killing the opponent as fast as possible. It plays an array of small, but resilient minions in order to flood the board, and then relies on the token generating power of Violet Teacher in order to create large enough board states for Savage Roar to seal the game.

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 Token Druid TGT Wild Deck

Our deck costs 4,080 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

2
2
8
2
8
5
0
3

3. Strategy

Token Druid is an older build of Druid that fell out of favour in recent times due to the power of Fast Druid. However, with the new additions introduced in The Grand Tournament, this deck has become a contender, and once again offers unique benefits over playing other Druid decks.

You early-game strategy is much more pro-active than most other Druid decks. Instead of passing early turns, or simply activating Mana Ramp effects to enable future plays, you are instead able to seize the board early through minions like Haunted Creeper and Druid of the Saber. Darnassus Aspirant is included in the deck to help you to accelerate your Mana when needed, but Wild Growth is left out of the deck, since you have enough small minions to get you through the early game turns without it.

Also markedly different from most Druid decks is your usage of Innervate. In most decks, Innervate is best used early, as it tails off in power quickly as the game progresses. However, in this deck, since you play enough early minions to take the board in the early-game anyway, Innervate is better saved to activate an early Ancient of Lore or Dr. Boom, or for combining with Violet Teacher to create huge board states.

Another huge omission from the deck is Wrath, which is left out of the deck to make room for more early game minions. If you are in need of killing a key minion early, such as Knife Juggler, you have Living Roots to function as a removal spell, but with the added benefit of playing into your Token generating strategy when needed.

Once the early game turns have passed, your goal is simply to begin pushing damage to the opponent as rapidly as possible. Although you should stop short of all-out aggression, you should only be making trades when they are very favourable for you, or when they protect your board from key removal or AoE effects. Violet Teacher and Power of the Wild are both key cards during this period, especially when used in combination with each other. Sequencing is important when activating a Violet Teacher combo, as you need to ensure that Power of the Wild is the last card you cast to ensure buffing the maximum amount of tokens.

Moving toward the late-game, your goal is to generate enough board presence to achieve lethal damage with a Savage Roar. Azure Drake and Ancient of Lore are both crucial during this period to keep your hand high on resources, and allow you to keep up the pressure on your opponent. Sticky, imposing minions like Piloted Shredder and Druid of the Claw also help to create additional pressure and ensure that your board is as difficult to remove as possible. Finally, you have the outstanding Dr. Boom to seal the board state in your favour. If all else fails, the deck plays one copy of Force of Nature in order to deal the damage you need from an empty board if your opponent has been able to answer all your threats.

3.1. Synergies & Combinations

Violet Teacher + Power of the Wild is a powerful combo, and a key component of Token Druid. Purely activating a combo with these two cards will create a 4/6 and 2/2, while each additional spell cast also creates an additional 2/2.

Force of Nature + Savage Roar is an excellent finisher, creating 14 points of damage from an empty board, compounded by any minions you already have in play.

Azure Drake + Swipe is a powerful board clearing tool in the late-game.

3.2. Mulligans & Matchup Specific Strategies

The key in every matchup is a fast start of minions to play in the early-game. Innervate is not as key in this deck as it is in many, so do not feel like you have to Mulligan for it specifically. Darnassus Aspirant however, is excellent, and is definitely a card to look for early.

Against Aggro, Haunted Creeper is your most effective minion, as it can trade excellently in the early game. Living Roots is also very important, as both uses of the spell can be excellent to slow down early aggression. Swipe is a fantastic card to draw in the mid-game against Aggro, but generally should not be kept in your opening hand, since it comes at the cost of slowing down your early-game development.

Against Control, you simply want to look for the smoothest curve of minions possible in order to maximise your pressure. If you do not get off to fast start against Control, you will often find yourself falling behind once they are able to get their more imposing minions onto the board.

3.3. Card Swaps

Azure Drake can be cut from the deck to make room for more aggressive cards like Knife Juggler in order to focus the deck in harder on early aggression. This change will weaken your longevity against Control decks however.

Cenarius can also be included in the deck at the expense of a mid-game minion like Azure Drake. This will push the deck slightly towards beating Control, and reduce the consistency of your early-game.

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