Rumble Run Druid Shrine Guide
This guide is designed to help you play Druid in Rastakhan's Rumble Runs. It goes into great detail about Shrine choices, Card Buckets, and Teammates to help you make optimal choices when forging an optimal deck throughout a Rumble Run.
Bonds of Balance
is a Shrine that relies on gaining a large amounts of Attack with your Hero to turn your Shrine into a powerful minion. If you pick this shrine, you will start your Rumble Run with the following 10-card deck.
|Druid Cards||Neutral Cards|
Tips for playing with Bonds of Balance:
To utilise, you should try to stack your Hero with Attack damage as quickly as possible to turn your Shrine into a powerful minion as quickly as possible. You should focus on using your Hero to clear off enemy minions while your Shrine should be used to attack opponents directly to preserve its Health. Taunt minions are also excellent choice to defend your Shrine and allow its Attack value to reach a critical mass.
You should default to picking the Feral card bucket most of the time as all of its cards revolve around boosting the attack of your Hero. As you will also be attacking with your Hero a lot, the Going Wild card bucket is also a great choice and provides you with tools that synergise with your Hero Power. Lastly, you should look for a mix of card draw, such as Mark of Nature or ., and ways to give your minions Taunt, such as
When choosing Teammates after your second and fourth win,should be your first choice if it is available due to its natural synergy with the Shrine. If it is not available, is also a great choice as it synergises with the Armor naturally provided by most of Druid's Attack-giving cards.
If you managed to win 6 rounds and have the opportunity to upgrade your shrine,should be your first choice as it will give you an easy way to defend your Shrine. If it is not available, is a great second choice for keeping your shrine defender. If neither of these options are available, and are reasonable alternatives.
is a Shrine that rewards you for consistently gaining Armor, allowing you to fully refresh your Mana Crystals every time you do so. If you pick this shrine, you will start your Rumble Run with the following 10-card deck.
|Druid Cards||Neutral Cards|
Tips for playing with Gonk's Armament:
is an incredibly powerful Shrine. While it is slow in the early game, it is capable of incredibly fast and powerful turns in the mid-late game. You should plan out your Mana usage each turn very carefully and find combinations of cards to use all of your Mana Crystals, the last of which should grant you Armor in some way. It is important to remember that your Hero Power is a source of Armor that will also refresh your Mana Crystals, effectively providing you with a "Pay 2 Mana to refresh all of your Mana Crystals" effect.
The Feral and Natural Defence card buckets contain a large number of Armor-gain cards and you should prioritise picking up these a lot of the time. Due to the ability to refresh Mana Crystals, you will play a large number of cards each turn. When given the choice, you should focus on picking higher-Cost cards in your buckets overall as it is very easy to run out of cards with the ability to refresh your Mana. Lastly, you should mix in a good amount of Midrange minions, such as those found in the Beasts, Going Wild, and Wise Decisions card buckets to round out your deck.
When choosing Teammates after your second and fourth win,should always be your first choice if it is available. The card draw it provides to pair with your ability to refresh Mana Crystals will provide a lot of quick victories. should be your second choice as it will allow you to reach the late game much faster where your Shrine thrives. If neither are these are available, then there is no priority over the remaining teammates.
If you managed to win 6 rounds in a row, then you will have the ability to upgrade your Shrine.and should be your first 2 choices to ensure your Shrine stays up for as long as possible. If you find yourself regularly running out of cards, especially if you were not able to pick up a , then is also a very solid third choice.
gains a 1/1 buff for every minion you play and rewards you for being able to flood the board. If you pick this shrine, you will start your Rumble Run with the following 10-card deck.
|Druid Cards||Neutral Cards|
Tips for playing with Gonk's Mark:
is a solid Shrine that has great snowball potential. You should try and flood the board with as many small minions as possible to maximise the number of buffs obtained from the Shrine. As board space can be very limited, you should continually trade off your minions to make space for new ones to keep utilising the buff effect.
There is no single card bucket that greatly favors the Wisps of the Old Gods and Dark Wispers from the Nature's Blessing card bucket, Living Mana, , and from the Saplings card bucket, and Living Roots from multiple buckets. To pair with these, you should look for board-wide buffs such as and Mark of the Lotus from the Nature's Blessing card bucket and from the Saplings bucket.Shrine. Instead, you should keep your eyes peeled for cards that provide multiple minions in a single card across multiple buckets. Some examples include
When choosing Teammates after your second and fourth win, you should prioritise pickingwhen it is offered due to its strong board-wide buff. Alternatively, you can pick up as a secondary choice as an easy way to populate the board. If neither of these options are available, then all of the remaining teammates are reasonable.
If you managed to win 6 rounds in a row, then you will have the ability to upgrade your Shrine.should be your highest priority and will allow you to double up on the buffing effect of your Shrine. should be your second choice, allowing you to keep your Shrine active for the maximum amount of time. Lastly, if neither of these choices are available, can be picked to provide some added protection for your Shrine.
|Astral Raptor is a fairly underwhelming Teammate. While it does have the potential to flood the board, it is very niche and requires you to allow your opponent to populate the board with minions that have 2 Health or less.|
|Direhorn Stomper can potentially work in any deck but has no synergy with any specific Shrine. It works well if you happen to pick up a Legendary card bucket with big minions like Tyrantus or Y'Shaarj, Rage Unbound.|
|Succoring Skyscreamer is an excellent Teammate and has great synergy withand works reasonably well in to provide massive card draw.|
|The Fan Favorite's Overkill effect allows you to move its damage over to your Hero, effectively giving it 2 attacks. In a vacuum, it is very strong, and offers a bit of additional synergy with.|
|Water Spirit is a good all-round teammate. It has no particular synergy with the Shrines, but helps overcome the fact no card buckets contain. It can be worth picking up if you happen to draft multiple high-Cost card buckets.|
|Zandalari Striker is a great Teammate if you regularly had wide board and effectively provides a permanent Savage Roar effect every time you Hero attacks. It has very good synergy with .|
After each victory, you will be offered a choice of 3 different card buckets that you can add to your deck. Each bucket contains 3 cards that fit a certain theme and will help shape your deck in different ways.
The table below contains a list of all the possible Druid card buckets. The comments section contains further details of each bucket and when to choose them.
|Natural Defence||Natural Defence contains all the Druid Armor-gain cards, such as Branching Paths and Ferocious Howl, making it a natural fit for the Shrine. Many of the cards also offer attack damage, such as Claw and , making it a solid choice for the Shrine also.|
|Feral||Feral contains all of the cards that provide your Hero with Attack damage, such as Claw. This is naturally an excellent choice in combination with . As many of these cards also provide Armor, it is also a good choice for the Shrine.and|
|Nature's Blessing||Nature's Blessing contains all Druid buff spells, such asand . The board-wide buffs work excellently in combination with whereas the Taunt buffs can work with any deck to help protect your Shrine.|
|Saplings||Saplings contains all Druid Treant-themed cards, such asand . As most of these cards summon multiple minions with a single card, they work well in combination with .|
|Big Draws||Big Draws contains all of the card draw available to Druid. It is often worth picking up this bucket at least once for all decks and you should especially be on the lookout for Ultimate Infestation.and|
|Wise Decisions||Wise Decisions contains all Druid cards that utilise the Choose mechanic. As these cards fit a range of strategies, the buckets you can be offered vary greatly. Consider picking Wrath and as general Utility for any deck or Living Roots, Tending Tauren, and for strong token synergy with .|
|Beasts||Beasts contains all Beast minions available for Druid. While none of the Beasts specifically synergise with any of the Shrine, late-game Beasts like Ironhide Direhorn and Oondasta can be used to round out the Mana Curve of any deck.|
|Nature's Wrath||Nature's Wrath contains a mix of spell damage minions, like Azure Drake and Malygos, and damage spells like Living Roots and Swipe. Although the card bucket has no direct synergy with any of the Shrines, many of the spells available offer a lot of utility and can be used in any deck.|
|Rumble Kings||Rumble Kings contains a range of powerful Druid Legendary minions. This card bucket can optionally be picked up by any deck and it works great in combination with theTeammate.|
|Going Wild||Going Wild contains a mix of cards that involve attacking with your Hero and using your Hero Power, such as Savage Combatant, Kodoridery and Hench-Clan Thug. It has natural synergy with the Shrine and can be picked up if it specifically contains Savage Combatant.|
- 16 Dec. 2018: Guide added.
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