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Season 32 Silence Druid Midrange LoE Wild Deck

Last updated on Feb 03, 2016 at 22:05 by Sottle 2 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Disclaimer: this deck has been archived.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 Silence Druid, a deck that is an evolution of the once popular Watcher Druid archetype. It relies on cards with negative card text and their synergy with Silence in order to gain an advantage.

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 Silence Druid Midrange LoE Wild Deck

Our deck costs 6,760 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

2
2
6
3
8
6
0
3

3. Strategy

Silence Druid is a deck that plays out in a similar fashion to Midrange Fast Druid in that it aims to curve out aggressively with high value minions and then finish the game with a combination of Force of Nature and Savage Roar. However, the twist of this deck is that instead of the standard minions like Shade of Naxxramas and Piloted Shredder, this deck plays minions with negative effects on the board that they can silence with Wailing Soul and Keeper of the Grove in order to create a huge advantage.

Zombie Chow and Darnassus Aspirant can be silenced in order to remove their negative Deathrattles. This will create a big advantage for you, as without their Deathrattles these minions are way above the regular power curve. However, outside of this, the real power turns come from Silencing minions that are unable to attack such as Ancient Watcher and Eerie Statue. These minions offer incredible stats for their Mana cost and can allow you to gain a huge advantage in the early to mid-game turns if you silence them and allow them to attack.

Much like a regular Druid deck, you should mulligan for your Mana Ramp mechanics in your opening hand. Innervate and Darnassus Aspirant are key to gaining you an advantage in the early turns. However, in this deck unlike most, Innervate is a better card in the mid-game than it is in the early turns. Outside of using Innervate to play King Mukla on turn 1, the best uses of Innervate are usually from turn 3 onwards where you can use it to play an early 5 Mana minion, or make a play to immediately activate synergy between the Silence effects.

The overall gameplan of the deck is aggressive, you will be abusing the Silence mechanics and Druid's ability to gain Mana to rush out minions earlier than your opponent is ready to deal with them. Using this momentum, you can push damage aggressively to the opponent and put yourself in a position to finish the game with an eventual Force of Nature plus Savage Roar combo.

Although Silence is so powerful in the deck, it does only play 4 total copies due to the low minion value of cards like Ironbeak Owl and Spellbreaker. Because of this you will often find yourself needing an additional activator for your Ancient Watchers and Eerie Statues. Sunfury Protector is included in the deck to help you to get some value out of these cards when you do not draw a Silence effect.

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 minions per turn and overwhelm your opponent's removal options. 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.

Another strength of this deck is that you very easily be able to overwhelm your opponent with Big Game Hunter targets. Many decks in the meta carry one Big Game Hunter as an answer to large minions like Dr. Boom. Due to the sheer number of 7 attack minions in the deck, their Big Game Hunter will be insufficient to answer them all and they will have to find additional answers to your big threats.

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

Wailing Soul and Keeper of the Grove are the key synergy cards in the deck and can activate numerous effects. They can be used to remove the negative Deathrattle effects from Zombie Chow and Darnassus Aspirant, to allow your Ancient Watcher and Eerie Statue to attack, or to remove the card discard effect from Fel Reaver.

Force of Nature plus Savage Roar is a 14 damage combo from an empty board and is compounded further by any minions you have in play.

3.2. Mulligans & Matchup Specific Strategies

In every matchup you should mulligan for Zombie Chow, Darnassus Aspirant, and Innervate. On top of this you can keep additional power cards like Fel Reaver and Druid of the Claw if you have Innervate in your opening hand already. Try to avoid keeping the cards that require an activator like Ancient Watcher or Eerie Statue unless you have an activator to go along with them.

Against Aggro decks, Zombie Chow is particularly powerful. The combination of Innervate and Keeper of the Grove is also powerful to be able to snipe down the first minion that they play. Since the deck does not play many of the common early Druid removal spells like Living Roots and Wrath, you will need Innervate and your early minions in order to fight for the board.

Against Control you are just looking for the most stable curve of minions possible as your gameplan is simply to curve out aggressively and put them under as much pressure as possible. King Mukla is an excellent card early in these matchups.

One specific note with this deck is that it is incredible powerful against Freeze Mage. Due to Wailing Soul being capable of silencing Freeze from your entire board, it can single handedly win games in which the Mage is relying on Frost Nova or Blizzard to seal the game.

3.3. Card Swaps

Ironbeak Owl can be included in the deck in place of King Mukla or Big Game Hunter in order to create some more Silence effects in the deck.

A second Fel Reaver can be played instead of a second Eerie Statue.

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