Good day World,
This is a Hearthstone Deck Tech : D. We will be reviewing a consistent tempo Druid decks, while also exploring different possibility with other cards.
What should you be expecting from this deck? It is a flexible tempo oriented deck, play on curve, read the situation and choose correct mode, then proceed to face. Refill halfway and continue. So without further delay here we go:
Now that we have a full deck list let’s look at each card one by one.
Innervate: Innervate is the strongest druid card when we want to pull ahead on board. It lets you combo earlier then you should be able to and allows you play stronger minions on board 2 turns earlier forcing them to trade poorly. Even if they want remove a minions we innervated out, they usually need to use up their entire turn, therefore not playing any minion of their own. We can then respond with more creature on curve and continue our push. For all these reasons Innervate is rarely a dead card and will always be useful, run two of.
Enchanted Raven: Enchanted raven is a one mana Beast with 2/2 worth of stats. Very hard to remove efficiently on turn 1. When used with Mark of Y’Shaarj on turn 2 it is backbreaking for a lot of decks since you will force a coin or a strong removal spell, run 2 of.
Living Roots: Probably best one mana spell druid will ever get, both of its modes are amazing since creating two 1/1 token is very strong early game (2/2 worth of stats split on two bodies for one mana), especially when combined with your hero power since our two drops are very reactive, the other mode “deal two damage” can be use as finisher or efficient removal in later stages of the game. Since it is one mana, it is also very easy to use with Fandral for value. For those reasons run 2 of.
Sir Finley Mrrgglton: The Murloc of the deck to give The Curator more value. That aside, Sir Finley by himself allows flexibility after the game started. The Druid hero power is not the worse, but depending on your match-up it is just not enough sometimes. For example, getting Steady Shot allows you to be more aggressive against control, or having Fireblast allows for better life conservation and getting hero powers such as Lesser Heal can save you from a bad start (or just get Life Tap, never run out of gas) . In short Finley fits very well into the flexible tempo deck style of game this deck is trying to achieve and works well with The Curator, run 1.
Druid of the Saber: Flexible two mana creature that turns into a beast. Stealth mode is what is used most of the time since it also provides a stronger body, but we find ourselves in a lot of situation where we need a 2/1 Beast with charge, such as pushing for game or need 2 more damage on a minion. Works with Fandral for 3/2 Charge with stealth, which usually ends up as a removal. Strongest Synergy 2 drop that Beast druid has, run 2 of.
Mark of Y’Shaarj: In this deck 99% it becomes two mana give something +2/+2 and draw a card, making it one of the best card in hearthstone, run two of.
Druid of the Flame: Strong 3 drop that is usually a 2/5. The 5/2 is so rarely correct, that we will more often see it become a 5/5 with Fandral (this is really hard to pull off fyi). Better then Mounted Raptor as a 3 drop, run 2 of.
Mark of Nature: This is the “tech” 3 drop. I consider Mark of Nature “tech” since it is contesting with Feral Rage, who fulfill a similar role without the use of a minion, so on turn 3 it serves as a very strong removal. Mark of Nature however provide more utility when you do have a minion since it becomes a permanent buff that can be copied by Menagerie Warden. It also gives one of your minion 4 health and taunt, allowing it to trade up and still remain on board. Another area which Feral Rage do is gaining armor for the player but Taunt provides the same effect while contesting the board, unless they have direct damage. Run one or Feral Rage, but definitely need to fill the 3 drop slot. .
Fandral Staghelm: In my honest opinion is probably the best legendary druid has. It is the most dangerous 4 drop to leave on board. Since it turns every “Choose one card” into insane value. With 3/5 worth of stat for 4 mana, Fandral can trade pretty well against most early game minion as well so dropping him without any other “Choose one card” is acceptable, as he will usually force either a silence or a removal spell from the opponent. Giving the value he gives you when it goes off, but the ability to hold the board when played by himself makes him a must include legendary.
Savage Combatant: Good to play on turn 4, best to play on turn 6, best thing to innervate out turn 2. Those are the line of plays with Savage Combatant, since his inspire effect basically gives you is a single charge Fiery War Axe. When innervated out on turn 2 or 1, it will allow us to win any early board. When played with 6 mana, he is comparable to a weaker Fire Elemental. When played at 10 mana, he comes in with Menagerie Warden to put up a wall of threats with 2 cards. He is at his worse when played with 4 mana since it trades down easily with only 4 health. Nonetheless the case where Savage Combatant is good are just too numerous, for that reason run 2 of.
Swipe: The only good AoE that Druid have access to. This card is not very good at board clearing, unless paired with spellpower such as Azure Drake. However it does clear early 1/1 & 2/1 rushes, and it does it sometimes while killing off a single big target. A lot of the time 4 damage face will also win you the game. Run 2 of since it’s the Druid class only good AoE.
Azure Drake: The best rare in classic, draws a card and provides spell power all on a 4/4 body. In this deck it also makes The Curator excellent at refilling instead of just good. Makes Swipe and Wrath significantly better as removing threats. Run two of.
Druid of the Claw: This card has yet to lose its title as best Druid in the game. Good in every match up as either a tough 4/6 taunter or as a 4/4 with charge. With Fandral on board we get 4/6 taunt with charge, deadly. Run two of.
Stanglethorn Tiger: I have a personal bias that Beasts with stealth is what makes Menagerie Warden competitive in standard. Since Tiger provide a very hard to interact 5/5 body that allow Menagerie Warden to come in with guarantee value when playing on curve (10/10 worth of stats for 6. split into two 5/5 of it which is very hard to interact with). Stanglethorn Tiger is very low impact on the turn it comes in, so you must be ahead on board or at least equal in order not to end up in a bad situation, but this is why we run six 5 drops to ensure that we have something to play if we were behind on board. Nonetheless we run 2 since it is still the best card to run with Menagerie Warden.
Menagerie Warden: The centerpiece of the deck, without it Beast druid would be just another bad theme deck. Menagerie Warden allows for a very high impact play on turn 6, almost to the level of Myserious Challenger in Secret Paladin. It is also a flexible card given that beast druid can put out beast with Charge, Taunt, Inspire or Stealth, such as with Druid of the Claw or Druid of the Saber, or having 2 inspire trigger by copying Savage Combatant will guarantee a big tempo in many scenario. Used on her own Menagerie Warden is a 5/5 body for 6 which can hold its own with cards of similar cost. The final verdict, run 2 of.
The Curator: This is the ultimate “tech” card of this deck that is good against aggro or control decks. It serves as draw engine on a 4/7 taunt body, which helps with stabilizing against aggro, set up strong synergy based play or renews pressure against a control deck. Since we only run 1 Murloc and 1 Dragon. we are guarantee to draw Sir Finley Mrrgglton and Azure Drake if we have not already, as well as one of 3 Beast to help keep pressure on board. The Curator is especially worth running it guarantee letting you see at least an Azure Drake, which is vital to getting a good Swipe off if we were behind on board , or keep a hand full of threat if we already have board control. It also set ups turn 8 beautifully if we played on curve and have both Sir Finley Mrrgglton and Azure Drake in the deck. Since turn 8 gives us enough mana to play Sir Finley, use our hero power and play our Azure Drake. Each beast which The Curator is also relevant at that stage of the game, since we can cycle Mark of Y’Shaarj which might been stuck in our hand if we drew Enchanted Raven, build tempo with Savage Combatant or have a hard to interact threat Stanglethorn Tiger.
The Curator makes my other option cards like Sir Finley Mrrgglton or Azure Drake have strong off synergy that puts the deck slightly above the others. Other decks I seen instead fielding a lower curve such as Mounted Raptor and using Nourish to refill instead. This is where I feel that Nourish is much weaker since the deck wants lose so much tempo on turn it nourishes, especially since the 5 mana-slot is already so crowded. This is why I recommended using The Curator engine instead of Nourish.
This list is a lower curve list, with cards that are less relevant when we are losing board in exchange for more pressure cards. This deck also have a higher number of lower curve to help create more situation where spending most of a turn casting Nourish to draw 3 won’t put us behind. In this deck casting Nourish to gain 2 mana crystal is almost never used since it is not trying to rush out any sort of high impact high drop, instead the deck usually starves for more cards. At the top of our curve we have Ancient of War, since it is a great card to stabilize or to keep a couple of high power but low health minions alive to push for game the following turn.
Here the last deck for this article, it’s very low on curve deck that focuses heavily on strong early boards:
This last deck list is the least dust demanding one, most aggro and least consistent deck list, with the major add-in Jungle Panther, Wildwalker and Power of the Wild . This version of the deck cuts its higher costed minions and draw power in exchange for faster board development. It relies on Wildwalker and Power of the Wild creating minions that can trade up and survive to take off chunks of life points at once. Here is a quick card break down:
Jungle Panther: Aggressive 3 drop with a lot of synergy with Wildwalker to create a yeti on turn 4 along with a 4/4 body. Late game can represent 8 dmg by itself on a following turn if neither Mark of Y’Shaarj was used. Run 2 of.
Wildwalker: The only reason this deck list is semi viable, would even go as far as to say deck was built around her existence. Wildwalker allows early minions that have issue trading properly to survive and pose a threat. This includes Jungle Panther, and in fringe cases the 5/2 form of Druid of the Flame. Having a 4 mana 4/4 on turn 4 is not very impact but it is not a bad body either. Run 2 of.
Power of the Wild: Multi purposeful to borderline broken in a situation where we crowded the board. In a bad situation however it is just a 2 mana 3/2 which trades very poorly at all stages of the game, but it is Beast so it does have synergy with the other cards in the deck. At its best, so when combined with Fandral, it makes Fandral a 4/6 and creates a 4/3 if its only those two cards and 6 mana, any minion already on board just add +1/+1 to the stats it provides . It is definitely a high risk high reward but we want to see it in every scenario where we are slightly ahead as it puts us into a strong position, so run 2 of.
Savage Roar: Best Finisher in Druid’s arsenal. It does nothing if you are not using it to end the game or removing a board where the opponent has invested a lot into. This is the highest risk card in this deck, but which also means it is the highest reward, run 1 of.
This pretty much covers every card I wanted to talk about for Beast Druid. If you have any suggestion or comment please put them in the comment and if they are legible and constructive I will answer them to the best of my ability. We will cover another tempo deck in future articles, until then Peace out.