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Season 7 Basic Druid Deck

Last updated on Jul 06, 2014 at 16:11 by Poyo 19 comments

Table of Contents

This Druid deck:

  • is meant for players who are new to Hearthstone, and/or who have not invested much (or any) real money into the game;
  • is comprised only of cards that are granted to you for free as a reward for completing the tutorial and leveling a Druid to level 10;
  • does not include any Common, Rare, Epic, or Legendary cards.

While there are obvious weaknesses due to the Basic-only limitation, this deck is balanced, and quite strong. It should allow you to defeat the AI (in both Normal and Expert modes), and it can hold its own against players using Rare, Epic, and even Legendary cards in Play mode.

In addition to listing the deck, we will also explain why some cards have been included or excluded, how some of the minions in the deck are best played, and what changes you can make to the deck.

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. S7 Basic Druid Deck

Our deck costs 0 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

1.1. Mana Curve

2
2
10
4
6
0
4
2

2. Overview of the Strategy

Mana acceleration spells, such as Innervate and Wild Growth, will put your opponent under immense pressure by allowing you to play powerful minions such as the Ironbark Protector or the Boulderfist Ogre earlier than normal. Claw can be a great solution to most early-game minions, especially when coupled with your Hero Power, as you can take out any minion with up to 3 health. Druids excel in the mid-late game, with cost-efficient minions and powerful spells such as Swipe and Starfire.

3. Brief Card Analysis

The deck we listed is quite flexible, meaning that you can make changes to it to better tailor it to your preferences or playstyle. You could swap out 2x Wolfrider for an additional Sen'jin Shieldmasta and Gnomish Inventor, in order to have a stronger mid-game, or perhaps 2x Razorfen Hunter in order to have an easier transition from early to mid game.

In the sections that follow, we will give you a bit of insight into some of our choices.

3.1. Neutral Cards

The Acidic Swamp Ooze is the only Basic card that allows you to remove an opponent's weapon. When playing against Hunters, Paladins, Rogues, Shamans, and Warriors, you should save this minion and use its Battlecry to destroy your opponent's weapon. If playing against one of the other classes (or if you do not believe your opponent has a weapon), you should simply play this as a 3/2 minion.

The Novice Engineer and the Gnomish Inventor both provide you with extra drawing power. While the Novice Engineer is not usually strong enough to trade with most 2-cost cards, it can still kill most 1-cost cards, and having even a 1/1 body on the board can be helpful.

The Gnomish Inventor's 4 health makes it very durable, allowing it to kill most 2-cost minions and still survive their attacks, meaning that this minion will often end up taking two enemy minions down with it.

The Shattered Sun Cleric is already a very efficient minion at 3/2 for a cost of 3, but you can use it to buff another one of your minions with +1/+1. This is great since it allows you to have your minions trade up (that is to say, to trade with a higher-costing minion).

The Chillwind Yeti is a very solid 4-cost minion, and it is a regular choice in many high level decks. The Yeti can kill most other 4-cost minions and still survive. As an added bonus, this minion is very good against Priests due to its 4 attack. This is because several Priest spells cannot target 4-attack minions (Shadow Word: Pain and Shadow Madness can only target minions with an attack of 3 or less, and Shadow Word: Death can only target minions with an attack of 5 or more).

While the value of Taunt minions remains debatable, it is usually a good idea to include at least one or two in your deck. The Sen'jin Shieldmasta is among the best Taunt minions in the game, having a very high amount of health for its cost.

3.2. Druid-Specific Cards

We did not include Moonfire because we feel that this card is quite terrible, and it should never be taken. We have also not included Healing Touch, but if you are regularly coming up against many Mages that attempt to kill you directly through spells, you could include a Healing Touch.

4. ChangeLog

  • 06 Jul. 2014: The deck has been reviewed and deemed valid for Season 4.
  • 26 Jan. 2014: Made a few tweaks and updates to the deck and explanations.
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