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Wild Malygos Druid Deck

Last updated on Aug 10, 2017 at 17:53 by Sottle 13 comments

Table of Contents

Malygos Druid is a deck that takes the shell of Ramp Druid and adds in an additional win condition in the form of Malygos which can be used to burst the opponent out of the game.

This version of the deck moves further away from the Token strategy by cutting the Violet Teachers from the deck and instead including more sustain through Druids new excellent life gain cards.

1. Card List

This deck costs 8,980 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

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2. Mana Curve


3. Strategy

Malygos Druid is a deck that can start slowly, but quickly explodes in the mid-game to create oppressive board states and huge amounts of burst damage. It builds to a potential finish with Malygos using combinations of Living Roots and Moonfire, although due to the number of other win conditions in the deck it can also use Malygos as a board control tool.

As mentioned, your early game turns can quite often be somewhat passive. You should mulligan hard for Wild Growth and Innervate in order to maximise your chances of getting the fastest possible starts, but if you miss these Mana acceleration cards you still have options to be able to control your opponent's early threats using Wrath, Living Roots, and Feral Rage. Raven Idol can also be used in these situations and usually should be if you have the spare Mana available, however keep in mind that the longer you wait to cast a Raven Idol the more information you gain about the state of the game and which option you should select. As a general rule with this deck however, you are always looking to Discover a Spell and should prioritise the Spells that are chosen to be included in the deck over others, especially those that can be combined easily with Malygos such as Living Roots and Moonfire. Having said this, you will of course encounter specific board states that require you to select a specific option like Mulch, Claw, Bite, or Starfall.

Starting at turn 4 and beyond your deck starts to become a lot more powerful. You can use Mire Keeper to Ramp up your Mana even more, which in this deck is almost always the correct usage of the card. The 2/2 is almost never worth the exchange in Mana that you give up for it. For example, on turn 4 if you choose to generate a 2/2, you are essentially giving up as much as 5 Mana over the course of the game. As appealing as this may look in the short term, it is almost never the best long term investment. Nourish is a more difficult proposition and often comes down to evaluating the amount of Mana in your hand. If you have enough Mana in your hand to fill another 2 powerful turns, then Nourishing for Mana is usually right, otherwise take the card draw.

Fandral Staghelm requires specific cards to become powerful, but is still capable of creating destructive turns. Although the most powerful things you can do with Fandral is Nourish, this usually requires Fandral to live for a turn. More commonly you will be using Fandral in combination with the cheaper spells in the deck such as Living Roots, Raven Idol, and Wrath. Feral Rage, and Mire Keeper are also extremely effective when used in combination with Fandral.

Deciding when to use your Moonfire is key to a lot of matchups. In Control matchups, using Moonfire to control the board early is usually not going to have a huge impact on the board, but it can be more beneficial to use it for additional Tempo than saving it for Malygos. Much of this decision rests on how the game is going for you currently, and various matchup concerns. Against a Control Warrior for example, you will rarely be able to burst them down directly with Malygos damage, which means that often using the Moonfires to generate stronger board states can be more powerful. Against Aggro decks, you can feel free to use Moonfire for board Control if you are under serious pressure early.

Arcane Giants can also be used as additional threats in Control matchups and drastically increases the total amount of board pressure you have in the deck. Against most Control decks you will win more often by consistently providing questions for them to answer and then capitalising when they are unable to provide the right response. It is important against decks that have powerful mass AoEs like Brawl and Twisting Nether however to ration out your threats 1 by 1 and not overcommit to a huge board unless you are confident that they cannot answer. For example, you can generate a huge board with a Fandral Staghelm, but do not commit a Fandral Staghelm or Arcane Giant alongside it unless you are confident they will not be able to answer.

Using Malygos correctly is one of the hardest parts of the deck to master. In some matchups where they will struggle to remove Malygos it is often correct to simply play it out as a 9-drop late in the game. This will force your opponent to either send all of their minions into it in order to remove it, or just ignore it and try and rush you down. In the later scenario you can often punish your opponent with some combination of removal spells, burst damage, Moonglade Portal, and Feral Rage in order to stabilise your own life total.

3.1. Synergies & Combinations

Moonfire can be combined with both Malygos for great effect.

The key synergies in the deck revolve around Fandral Staghelm and Malygos. A list of Fandral Staghelm's effects on various spells can be found below.

  • Living Roots will summon two 1/1 tokens and deal 2 damage.
  • Raven Idol will allow you to select both a Spell and a Minion.
  • Wrath will deal 4 damage and draw a card. It only gains +1 damage from each Spell Damage card.
  • Feral Rage will gain 8 Armour and give your Hero 4 attack.
  • Mire Keeper will summon an additional 2/2 token and gain you an extra empty Mana Crystal.
  • Nourish will draw you 3 cards and gain you 2 full Mana Crystals.

3.2. Mulligans & Matchup Specific Strategies

In every matchup you will be looking for Innervate and Wild Growth in your opening hand. Alongside this, Living Roots and Wrath are both valuable cards to keep. You should not keep Raven Idol, as it is more effective later in the game when you have more information about the state of the game. If you already have one of the Mana acceleration cards then you can keep a 4-drop minion such as Fandral Staghelm or Mire Keeper in your opening hand. These minions are also a valid keep if you have The Coin.

Against aggressive decks you will need to focus on removal and damage reduction early and try and activate a swing turn in the mid-game using Fandral Staghelm or Arcane Giant. Once you can stabilise and take control of the game, Feral Rage can be used to gain life and pull you out of range of burst damage. Swipe is a crucial card in these matchups and you can keep it if you already have a Wild Growth or Innervate. Living Roots is a key card in many of these matchups, and can often be better used by holding it as a removal spell than by generating the 1/1s on the board, especially against Tempo Mage. Using Moonfire as a pure removal spell is also usually a good idea in these matchups.

Against Control decks you will need to identify early enough in the game whether a pure burst combo with Malygos is a viable win condition. In this case, you can choose to hoard cards like Living Roots and Moonfire in your hand. If you do not feel like this strategy is going to work, then you will need to find an alternate win-condition through generating pressure with Arcane Giant boards, or getting a ton of value from Fandral Staghelm.

3.3. Card Swaps

Mulch and Feral Rage are fairly interchangeable. Feral Rage is a stronger card to have against Aggro decks, while Mulch is a more powerful card when dealing with late-game threats from a Control deck. Adapt the makeup of the deck to counter what you are facing for maximum results.

4. 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.

5. ChangeLog

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  • 10 Aug. 2017: Deck has been reviewed and deemed appropriate for the KotFT meta.
  • 09 Aug. 2017: Guide updated to new Icy Veins Archetype format.
  • 04 Apr. 2017: Moved deck to Wild.
  • 12 Sep. 2016: Deck added.
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