Damien

[Archived] Hearthstone Legendary Druid Control Deck

Sign in to follow this  

15 posts in this topic

This thread is for comments about our Legendary Druid Control Deck.

Share this post


Link to post
Share on other sites

Hey, Ssn.

Big Game Hunter is an outstanding card and probably the best solution to all the fatties out there, however including them in the deck should be a decision every player should make based on their experience of the meta game environment.

If you are constantly matched up against control decks with Ragnaros, Giants or other fat minions, you should definitely swap in one or even two Big Game Hunters and they will improve your deck.

 

  • Like 1

Share this post


Link to post
Share on other sites

I kinda feel this deck, when I play it atleast, that I rarely get an early play. On paper I feel like there is a fine amount of early minions at 2/3 mana but I feel like I don't draw them in games? (No I have not just played one game with this deck) I have kinda thought about adding some early minions at the expense of some of the later ones like DW but I don't know. Maybe I just need to get used to it.

Share this post


Link to post
Share on other sites

I'm having excellent success in the early ladder stages (L20), winning eight of nine so far. Almost never have a problem getting an early play, but I usually mulligan everything above a three. I make about one mistake per game, but this deck so far has let me overcome almost every one.

 

On the subject of mulligans, there's a new blue post. In the beta, your mulligans were destroyed. Now, your new cards are drawn, then your mulligans are shuffled back into the deck. I mulligan without hesitation.

 

I was getting crushed by hunters, which is why I switched to this. Now I salivate when facing one.

 

Nice work, great deck.

Share this post


Link to post
Share on other sites

>>If you are constantly matched up against control decks with Ragnaros, Giants or other fat minions, you should definitely swap in one or even two Big Game Hunters and they will improve your deck.

Which card(s) would you consider swapping out?

Share this post


Link to post
Share on other sites

The text description says the core strategy is based partly on the Twilight Drake, but that card is not in the deck.

Share this post


Link to post
Share on other sites

The text description says the core strategy is based partly on the Twilight Drake, but that card is not in the deck.

You are correct. Twilight Drakes have indeed been swapped out in order to make room for an additional end game Legendary and one Ancient of War. Will be corrected soon. Thanks for pointing it out.

Share this post


Link to post
Share on other sites

Hello,

 

Can we get a new update of this deck ?

Naxxramas is out so i guess there can be some cards swaped, i am not very sure which card to remove and add for the moment the experiment i did have a very bad curve, so i hope an expert from IcyVeins can take care of it.

 

Thanks,

CurseOfDeath

 

Share this post


Link to post
Share on other sites

I'm not a fan of Bloodmage Thalnos. The +1 to spell damage is nice if you can keep it on the board long enough to make it useful. It has no board presence. You can always trust that it will be destroyed the very next turn your opponent gets. Essentially, you end up using it for it's drawing power, which I feel would be better served by Loot Hoarder, Novice Engineer or Acolyte of Pain. Loot hoarder's attack gives it a little removal power and Acolyte of Pain guarantees at least one card draw, more if you can keep it alive long enough.

 

I use Nat Pagle, instead. I like it a lot better. It holds a little more board presence. And paired with Mark of the Wild, you have a shielded 2/6 at early stages.

 

Also for this deck, I recommend Echoing Ooze. When paired with Mark of the Wild or Mark of Nature, you can create 2 very effective taunts for the price of one.

Share this post


Link to post
Share on other sites

Bloodmage Thalnos is designed so that you can play it on the same turn as a spell that gets +1 damage, since Thalnos is cheap to play (only costs 2 mana). So in turn 6 (for example) you can use Thalnos + swipe for 5 damage to one minion (probably enough to kill) and 2 to all other enemies, destroying an aggro deck's board setup.

 

The draw-card-deathrattle is there because a minion that costs 2 mana can easily be taken out, so you also gain an extra card when Thalnos (inevitably) dies, but not before it has boosted your spell damage the turn you played it. This makes it a better option than an alternative cheap spell-booster such as kobold geomancer because it lets you replace the card you lost by drawing a new card (you don't lose card advantage). Other low-mana spell boosters like geomancer are also easy to kill but give you nothing when they die.

 

Note: Thalnos ISN'T meant to be played early on in the game, since it won't get a chance to boost your spell damage (you don't have enough mana crystals in the early game to play Thalnos along with a boosted spell), so it's a wasted minion.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina
      The single-player adventure, introduced along with the Rastakhan's Rumble expansion, is now available in all regions.
      The Rumble Run is very similar to the Dungeon Run and the Monster Hunt, in the sense that you will face eight opponents and you will build your deck as you progress using card bundles, passives and powerful minions exclusive to this game mode.
      Your hero will always be Rikkar, a young Troll champion eager to prove himself. In the beginning of your run, you will be offered three different Shrines (more on them in the next paragraph) from three different classes. This initial decision basically equals to you picking a Class for this run. The other eight classes will be your opponents.

      Shrines exist as minions on the board and they have powerful effects. Each class has three different Shrines and each starting Shrine comes with a complementary deck of 10 minions that synergise with it. When a Shrine dies, it goes dormant for 3 turns and its effect isn't active until it comes back to life.
      Subsequently, you will build your deck using card bundles, neutral passive abilities and class-specific minions exclusive to the Rumble Run.
      If you finish the Rumble Run once with any class, you will earn this card back:

      Good luck on this new adventure and we'll soon have a detailed guide on it!
    • By Zadina
      This new Tavern Brawl features the deck recipes from Rastakhan's Rumble.
      With Rastakhan's Rumble being released last week, we were bound to get a Tavern Brawl like this. So pick a hero and you get the premade Rastakhan's Rumble deck recipe for the class you chose.
      Here are the decks:
      Druid: Feral Frenzy Hunter: Animal Instincts Mage: Power of the Dragonhawk Paladin: Shirvallah's Chosen Priest: Surrender to Madness Rogue: Cursed Crew Shaman: Big Bad Voodoo Warlock: Reckless Ritual (Discard) Warrior: Wings of War (Dragons) Good luck!
    • By Damien
      This thread is for comments about our Tempo Warrior Deck Guide.
    • By positiv2
      This thread is for comments about our Miracle Priest guide.