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Token Druid Hobgoblin Wild Deck

Last updated on Nov 06, 2015 at 00:08 by Sottle 21 comments

Table of Contents

In this guide, you will find instruction on how to play Hobgoblin Token Druid. This is a powerful and fun deck that relies on filling the board with low cost creatures while buffing them with various effects like Hobgoblin, Power of the Wild, and Savage Roar.

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. Token Druid Hobgoblin Wild Deck

Our deck costs 2,540 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

The gameplan of this deck is to outpace your opponent by flooding the board with multiple difficult to remove minions. Once you have a significant board presence, cards like Power of the Wild and Savage Roar can compound your advantage and turn all your small minions into a powerful attacking force.

In the early turns you will look to build a board of small sticky creatures like Argent Squire, Haunted Creeper, and Annoy-o-Tron. If you hold Innervate in your opening hand, then there are various considerations to how to use it. Innervating out multiple small creatures is often not particularly powerful and will leave you low on resources if your opponent is able to clear your board in the later turns with an AoE spell. If you hold Hobgoblin, then skipping your early turns in order to play Hobgoblin alongside a 1 attack minion with Innervate on turn 2 or 3 is often very strong. If none of these options are available to you, then Innervate is usually best kept to rush out an early Azure Drake, or for later use with Violet Teacher.

During the mid-game turns, your two power cards in the deck are Hobgoblin and Violet Teacher. Violet Teacher is an important card in the deck due to its fantastic synergy with Power of the Wild. Simply playing the basic combo of Violet Teacher + Power of the Wild will leave you with a 4/6 and a 2/2 minion for a total of 6 Mana. Compounding this combo further with additional cards like Innervate and Wrath before the Power of the Wild can create enormous board states. In this deck however, Power of the Wild should not always be held for your Violet Teacher, as it can often create equally strong board simply by buffing your boards of multiple small minions.

Hobgoblin is a powerful card due to the amount of targets in the deck it can potentially buff. This deck features 8 cards that can be buffed by Hobgoblin, all of which will create strong, immediate board positions. For example, on turn 5, the combination of Hobgoblin + Echoing Ooze will put 19 points of stats into play for 5 Mana, in a distribution that is very resistant to AoE. The strength of the 1 attack cards in the deck is that they all are naturally very difficult to remove, mostly featuring either a Divine Shield or a Deathrattle effect. Due to this, once buffed they are very unlikely to be able to be dealt with efficiently by your opponent.

Moving into the late-game, your key cards are Jeeves and Azure Drake. Since the deck plays a reasonably low curve, you will often find yourself low on resources in the later turns. Jeeves and Azure Drake are both fantastic tools to simultaneously develop a body on the board, whilst refilling your hand with additional resources to make the push for the win.

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. In this deck, Savage Roar alone can also be a powerful finisher due to the amount of creatures you will have in play.

Violet Teacher + Power of the Wild is a powerful combination that can create huge board states. If you are able to cast multiple spells before the final Power of the Wild, you can put a massive amount of power into play.

Hobgoblin synergises with 8 total cards in the deck to make some very powerful minions. For example, Annoy-o-Tron will become a 3/4 Divine Shield Taunt, and Echoing Ooze will become two 3/4 minions.

Blood Knight can be turned into a 6/6 or bigger minion by stealing the Divine Shields from your minions like Argent Squire and Annoy-o-Tron.

3.2. Mulligans & Matchup Specific Strategies

With this deck you should Mulligan for a smooth curve of early minions like Argent Squire, Haunted Creeper, and Annoy-o-Tron. Innervate is also a strong keep as it opens up some very oppressive openings for this deck that your opponent will find it difficult to respond to. Living Roots is also a great keep since it can be used flexibly to generate board presence or to remove an opposing minion.

The decision on whether or not to keep Hobgoblin can be difficult. If you have Innervate and at least one 1 attack minion in your hand, then keeping Hobgoblin is usually great. However, outside of these situations it may take too long to get value from Hobgoblin to justify keeping it. The exception to this is against classes which struggle to remove minions early like Paladin, where you may be able to get away with playing Hobgoblin on turn 3 and then following it up with 1 attack minions in the following turns. Otherwise, Hobgoblin is usually better as a mid-game minion than an early-game one.

Keeping Blood Knight can be powerful against classes that are likely to play Annoy-o-Tron. Mage, Shaman, and Zoo Warlock are the most likely classes to play this card on turn 2. Keeping Blood Knight is also very strong against Paladin since they often play Shielded Minibot on turn 2.

Against Aggro decks, you should consider keeping a Wrath in order to be able to fight back against their quick starts. However, if you have a fast start of your own with Innervate and Hobgoblin you should focus on maximising your minion pressure, as you will usually outpace even most Aggro decks.

3.3. Card Swaps

Innervate can be cut from the deck in favour of Darnassus Aspirant.

Blood Knight is included in the deck due not only to the amount of Divine Shields in your own deck, but also due to how common Paladin is currently. If Paladin is out of the meta, you can cut this card for an additional Azure Drake or Lance Carrier

4. ChangeLog

  • 06 Nov. 2015: Removed 1 x Azure Drake, 2 x Ancient of Lore, 1 x Big Game Hunter, and 1 x Dr. Boom for 2 x Living Roots, 1 x Lance Carrier, and 2 x Jeeves.
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