Cheap Druid Wild Deck
This cheap Druid deck:
- has been designed for players who have levelled most classes to Level 10, cleared the AI, and are looking to start climbing in Ranked mode;
- costs 1,000 Arcane Dust or less;
- is built entirely of Basic, Common and Rare cards.
Cheap Druid Wild Deck
Our deck costs 1,000 and it is made up of the following cards.
|Druid Cards||Neutral Cards|
This deck is a stripped down version of the C'Thun Druid archetype. Since C'Thun is given to all players for free when they open any Whispers of the Old Gods packs, it is a very effective way for new players to build a strong and effective deck to climb the ladder with.
The deck simply aims to curve out aggressively using high quality C'Thun Cultist minions in order to seize the board. The ability to spike ahead of your opponent using Innervate and Wild Growth is crucial and is one of the key abilities for Druid as a class to gain an advantage over the field. Due to this, it is important to mulligan for at least one of the four Mana acceleration cards in your hand in every matchup.
Although the deck does lack the power of Twin Emperor Vek'lor due to the budget constraints, it still features the excellent Klaxxi Amber-Weaver, as well as C'Thun itself which represents enough power cards to justify the strategy of the deck.
Your goal is two-fold. Against more aggressive decks you will look to control the board as much as possible in the early-game in order for your more powerful cards to be able to dominate in the late-game. Against slower Control decks, you will rely heavily on Doomcaller to either allow you to play C'Thun twice, or to bait out your opponent's premium removal in order to allow your C'Thun freedom to survive on the board.
In this section we will discuss some of the cards that have been chosen, how to use them effectively, and why they are chosen over other possibilities. Hopefully this will both help you to succeed with this deck, as well as inform your own deck building decisions in the future.
Innervate and Wild Growth are your Mana acceleration options in the deck. This ability to generate additional Mana is unique to Druid and is one of the key advantages of the class that makes it worth playing over other options. In this deck you will be looking for Wild Growth in your opening hand against slower decks in order to gain a consistent advantage and looking for Innervate against faster decks since they are more proactive in terms of affecting the board immediately.
Swipe and Wrath are important cards to use early in order to contest the board and answer back against early threats from your opponent. The key to both of these cards is that they do not fall off too far in power level when the game progresses. Wrath can still be used to draw through your deck on a later turn and Swipe can be used as additional burst damage if your opponent is close to death.
Acidic Swamp Ooze is a tech decision against the common occurrence of Rogue, Warrior, and Shaman in the meta. Against these classes Ooze is a strong keep in your opening hand. If you are not encountering many weapon classes then you can choose to remove this from the deck in favour of an additional C'Thun minion, a Nourish or another tech card of your choosing.
Beckoner of Evil, Twilight Elder, Disciple of C'Thun, and C'Thun's Chosen make up the primary C'Thun engine of this deck. These particular minions are chosen because they are the best individual value options. On top of this, spending Dust on crafting these cards will never be a big mistake because they are key components of almost every C'Thun deck. Disciple of C'Thun in particular is an excellent Tempo card that can help you assert dominance in the early-game.
Savage Roar is an inclusion in the deck that can allow you the ability to finish a game that you are ahead in. This is important since if the game stretches out too long, you may find yourself getting outclassed by players who have full budget decks with many more late-game resources than you. Savage Roar allows you take an early-game advantage and turn it into a win-condition by pushing through a huge amount of damage.
Klaxxi Amber-Weaver and Dark Arakkoa are the two Druid exclusive C'Thun minions included in the deck and provide a great reason for you to play this deck. Both of these minions have the potential to be a dominant presence on the board as they represent higher value than a regular card of the same Mana cost. Due to the lack of Twin Emperor Vek'lor in the deck, these power cards are essential to justify running a C'Thun based strategy in the first place.
Starfire is also included in the deck, much like Savage Roar to provide some game-ending damage potential. Unlike Savage Roar, Starfall has the ability to be used as a mid-game utility card to fight for board dominance. It deals excellently with common cards such as Emperor Thaurissan.
Doomcaller is a key card in the deck to give you more longevity against slower decks. Against heavy Control you should aim to try and play your C'Thun twice using this card, while against faster Midrange and Aggro decks you should try not to be too greedy with it and play it out as an individual threat when you have the time to do so.
C'Thun is your ultimate win-condition in the deck and as such you should aim to create situations where it is game winning. Against Aggro decks it is often a matter of making plays to survive until you can play your C'Thun to sweep their board. At this point they will rarely have an answer to your huge minion and you can quickly use it to end the game. Against slower decks you will need to try and bait out their removal options on some of your midrange minions in order to clear the way for C'Thun to go uncontested.
Here we will talk about some of the cards that are not included to help you understand and identify weaker cards, hopefully improving your deck building skills.
Numerous C'Thun minions are not included in the deck both for budgeting reasons and to avoid the trap of over synergising your deck. Filling your deck with C'Thun minions makes your deck extremely poor in the games where you do not draw C'Thun since these minions are generally weaker than possible alternatives you could play. This is an important lesson to learn about deckbuilding in general.
Claw is not included in the deck since it is generally considered too inefficient and will often just be a wasted card.
Most of the remaining Druid cards that are not included are either too expensive, or function as Beast synergy cards which serve well in a different deck but would be ill-suited to this one.
Obviously, as a Cheap deck, this list has a lot of room for improvement. As you progress with the game and gain access to more cards and Arcane Dust, here are some additions that you may consider.
Some of the best additions you can make to this deck are Twin Emperor Vek'lor, Nourish, and Feral Rage; consider replacing Sen'jin Shieldmasta, Savage Roar, or Starfire if you have these cards in your collection.
For other strong cards to consider, look at our full budget Druid decks, or our Crafting Guide.
- 12 Apr. 2017: Deck updated for the Journey to Un'Goro expansion. Removed 2x Living Roots, 1x Darnassus Aspirant for 1x Nourish, 1x C'Thun's Chosen, 1x Twilight Elder.
- 27 May 2016: Deck Added
- Hearthstone 1.16 Update: Doom in the Tomb
- Doom in the Tomb Coming on October 8th
- Gamespot Interview with J. Allen Brack
- What's Coming to Hearthstone: New Events, Wild Cards to Standard and More
- Tombs of Terror Chapter 3 Available September 24th
- Small Client Update 15.2.2
- Tombs of Terror Chapters 1 & 2 Now Available
- Changes for Masters Qualifiers, Ladder, and More
- Tombs of Terror Brann Bronzebeard
- Secret Paladin
- looking for a little direction to get back into the game
- Dalaran Heist 5th wing won't unlock
- Tombs of Terror Elise Starseeker
- Deck Request Thread
- Quest Druid
- The Rate/Improve my deck thread.