Yogg Dragon Druid Wild Un'Goro Deck
Table of Contents
- 1. About the Author
- +2. Yogg Dragon Druid Wild Un'Goro Deck
- +3. Strategy
- 4. ChangeLog
This deck combines the popular Yogg Druid shell with the Dragon synergy package that has received a big buff in the Karazhan adventure through Netherspite Historian and Book Wyrm. It is a deck capable of generating an enormous amount of value through its various discover cards in combination with Fandral Staghelm and Brann Bronzebeard.
This deck was created by Team Liquid's Dog who used it to hit top 10 Legend.
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. Yogg Dragon Druid Wild Un'Goro Deck
Our deck costs 8,960 and it is made up of the following cards.
|Druid Cards||Neutral Cards|
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2.1. Mana Curve
Dragon Druid is a deck that can start slowly but really explodes into life in the later turns. It is incredibly flexible in the way it plays and requires a lot of thinking on the fly to spot the correct path to win the game in each particular matchup and situation.
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.
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.
One of the goals of gaining so much Mana so quickly with this deck is to be able to drop huge win condition Dragons onto the board as early as possible. Certain Dragons like Chromaggus have often been deemed too slow to see play in high level Constructed decks because they rely on staying alive for at least one turn to see value. However, since Druid is capable of playing these huge minions much earlier than any other class, you greatly increase the chances of keeping one alive to generate long term value for you. Chromaggus can also be combined with Wild Growth and Wrath in order to draw cards immediately on later turns. It is also usually correct to hold on to the Excess Mana card that is generated by Wild Growth since you can always play it on the next turn with no drawback and you may wish to combine it with Chromaggus at a later point.
Netherspite Historian is a huge reason for the flexibility of this deck. This card allows you to react accordingly to the matchup situation and formulate a unique plan for each deck that you face. Against more aggressive or Midrange decks you are often simply looking for a high quality mid-game Dragon such as Twilight Guardian or Azure Drake. However, against Control decks you can Discover an 8+ Mana Dragon with very high consistency. This changes the complexion of those matchups specifically, especially if you are able to pair your Historians with Brann Bronzebeard to generate huge amounts of value. Key to playing the deck successfully is identifying all the different routes that the Discover options can take you down. For example, Discovering a Malygos can mean that you start to play in a fashion similar to Malygos Druid and start to look for low cost burst damage spells like Moonfire from Raven Idol in order to set up a combo win.
Since this deck plays a small number of Dragons in comparison to most Dragon decks, it is important to pay special attention to keeping a Dragon in your hand. This is essential to activate the power cards in your deck such as Book Wyrm and Blackwing Corruptor. Discovering a high cost Dragon from Netherspite Historian can help enormously with this as it will then sit in your hand and activate all the Dragon synergy you need. However, as mentioned before, make sure you have assessed the state of the game correctly and can afford to do this before doing so and that a more on curve play would not be more beneficial.
If your opponent has been able to deal with your mid-game threats, and is threatening to shut you out of the game, this deck plays Yogg-Saron, Hope's End as a final fallback to be able to retrieve lost board states or make a last grab for lethal damage. The timing of Yogg-Saron is crucial: ideally you want to play Yogg-Saron on a board where only your opponent has minions in play to maximise the chances of removal spells going to favourable targets. Despite this, if you hold on too long, then even Yogg-Saron will often be unable to catch you up unless your are lucky enough to cast Twisting Nether or DOOM!. If you are playing Yogg-Saron on a board with friendly minions it is usually correct to make the attacks with them first. However, this decision is dictated by the goal of your turn. If you are simply trying to clear the board then attacking with your minions first is usually correct, but if you are trying to kill your opponent as a last resort then having a minion in play that can be buffed for extra damage can mean that waiting to try and attack afterwards is correct.
When waiting for a Yogg-Saron turn to resolve, you can often gain some clues about what spells have been cast by looking at the UI. This is important since Yogg will often take the length of the entire turn to resolve all of its Spell casting, which means you will need to commit to certain further actions in order to get them through before the turns ends. As soon as you play Yogg-Saron, any minions that have a green border are still alive and able to attack. The same applies for your Hero and will indicate if a spell such as Bite or Heroic Strike has been cast. On top of this any Spells in your hand that turn green are castable and will indicate that Preparation has been cast. Finally you can target any available attacks at enemy minions on the board to see if they are still alive and targettable, or will die by the end of the turn. Use all this information to plan your remaining actions accordingly.
3.1. Synergies & Combinations
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, Book Wyrm, Blackwing Corruptor, or Chillmaw. 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.
Against Control you are playing as the aggressor and should look to Ramp up your Mana as quickly as you can and then curve out with Midrange threats. Key to sustaining in many of these matchups, particularly against Control Warrior is pairing at least one of your Netherspite Historians with Brann Bronzebeard to ensure you get enough late-game value to outlast them.
Against Shaman specifically, Book Wyrm is a key card and should be chosen from Netherspite Historian in almost all cases. Book Wyrm has numerous targets in the deck such as Thunder Bluff Valiant, Mana Tide Totem, and Flametongue Totem.
3.3. Card Swaps
The choice of late-game Dragons can be adjusted based on your availability and preference.
4. ChangeLog+ show all entries - show only 10 entries
- 04 Apr. 2017: Deck moved to Wild for the Journey to Un'Goro expansion.
- 24 Sep. 2016: Deck added.
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