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Season 5 Mid Budget Druid Aggro/Rush Wild Deck

Last updated on Sep 08, 2014 at 20:37 by Poyo 5 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Disclaimer: this deck has been archived.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.

On this page, you will find a S5 mid budget Druid Aggro/Rush Wild deck. It costs 4,240 Arcane Dust to make (counting common cards) and will help you make your way towards the top of the rankings.

1. S5 Mid Budget Druid Aggro/Rush Wild Deck

Our deck costs 4,240 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

1.1. Mana Curve


2. Strategy

Our Mid Budget "Token / Miracle" Druid Deck offers a rather unique and aggressive play style that incorporates all of the Druid's strengths, such as their outstanding removal, ability to create card advantage, and Mana acceleration.

Your early game highly depends on your starting hand, however in most situations you will be able to skip it entirely with the Mana acceleration provided by Wild Growth and Innervate. When you have access to Mana acceleration, you can easily apply immense pressure on your opponent by playing an early Chillwind Yeti, Violet Teacher, or, when playing against an aggressive opponent, Keeper of the Grove.

Savage Roar is your ultimate finisher and in order to use it efficiently, you will have to apply early pressure in order to get your opponent within kill range. Violet Teacher can help you expand across the board and potentially grant an early victory, however in most situations it will simply help you bring your opponent low enough for your Force of Nature + Savage Roar combo.

Leeroy Jenkins is not required for this deck, however in most match-ups it can easily bring your opponent within kill range or serve as a great finisher.

Since you have to a lot of cost-efficient spells, Violet Teacher will often allow you to deal with your opponent's board while building up your own, while Gadgetzan Auctioneer allows you to cycle all your spells and create card advantage.

Speaking of card advantage, most of your minions have a lot of value and when played earlier due to the Mana acceleration provided by Wild Growth or Innervate, they will often force your opponent to dedicate more than 1 card in order to deal with your minion.

Azure Drake is mainly played because of its card efficiency and the potential benefit its Spell Damage provides.

Ancient of Lore can provide necessary healing when running low on health, however in most situations you will use it to draw cards, create card advantage, and pull ahead of your opponent.

2.1. Synergies and Combinations

Wild Growth provides Mana acceleration, which allows you to reach late game faster and thus play expensive minions earlier.

Violet Teacher will spawn Violet Apprentice each time you play a spell, which brings additional value on the board for each spell you play. Violet Teacher's ability triggers on the spell cast, before the spell's effect resolves, which basically means that you will receive a 1/1 token before your spell does its effect. This can efficiently be used when you choose Power of the Wild to grant your minions +1/+1 instead of spawning a Panther.

Gadgetzan Auctioneer will allow you to cycle any spell, which can easily allow you to create card advantage. Moonfire is generally a rather bad Druid card, however when used with either Violet Teacher or Gadgetzan Auctioneer it grants enough value to be worth casting and you should always save your Moonfire unless you can take out a minion and get 1-for-1 out of it.

Force of Nature can be an amazing finisher as it can provide insane damage, even when used on an empty board. For example:

  • Force of Nature + Savage Roar = 14 Damage (3x 4/2 Treant + 2 Attack on your hero);
  • Force of Nature + Power of the Wild = 9 Damage (3x 3/3 Treant);
  • Force of Nature + Innervate + 2x Savege Roar = lethal damage. This is unlikely to happen, but it is obviously devastating when it does.

2.2. Mulligan / Starting Hand

You should always mulligan for an Innervate or Wild Growth. Mana acceleration is the key in most match ups and you should always attempt to get it in your starting hand.

Against aggressive decks you should mulligan for an Innervate or decent early game removal. Keeper of the Grove, Wrath, and Swipe will often prove to be essential against minion heavy aggressive decks.

2.3. Card Swaps

Choosing which cards to replace always depends on the meta game. When playing against decks with big minions, you can easily include one or two Big Game Hunters in your deck.

The Black Knight might feel too expensive, however the value it can potentially generate will always make it up for its cost. You should consider including it if the meta game is full of Druids with Taunters or Warlock Controls.

Since you are playing an aggressive deck, you will probably do well without healing, however in case you consider including healing in your deck, you can potentially squeeze in an Earthen Ring Farseer or two.

Should you consider Wild Growth being overkill regarding Mana acceleration, you can easily include 2x Harvest Golem in your deck instead and have a bit more reliable early-mid game transition.

3. ChangeLog

  • 29 Aug. 2014: The deck has been reviewed and deemed valid for Season 6.
  • 06 Jul. 2014: The deck has been reviewed and deemed valid for Season 4.
  • 07 Jun. 2014: Updated the deck for Season 3.
  • 25 Mar. 2014: Revamped the deck.
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