rmcoo 0 Report post Posted July 12, 2014 (edited) So i'm trying to get strong Druid control deck...and i'm kinda failing hard. I kept crafting mage stuff till i realise i got sick of mage so i started crafting druid deck. I think my druid deck is already worthed 1k5 dust but i can't seem get past rank 16. If you have any suggestions how i could improve deck post it hereDeckInnervate x1Claw x1Argent Squire x1Mark of the Wild x2Wild Growth x2Knife Juggler x2Healing touch x1Earthern Ring Farseer x1Fisheating Ghoul x2Questing Adventurer x2Swipe x1Keeper of the Grove x2Sen'jin Shieldmasta x1Nourish x1Starfall x1Druid of the Claw x1Silver Hand Knight x1Starfire x2Boulderfist Ogre x1Stormwind Champion x1Ironbark Protector x2ANY SUGGESTIONS IS VERY VERY WELCOME. Edited July 12, 2014 by rmcoo Quote Share this post Link to post Share on other sites
Jason 0 Report post Posted July 13, 2014 I think druid works better as a rush deck if you don't have a ton of cards, it can still control the opponent minions pretty well. I just can't imagine running a deck without two savage roars in it. Here's mine as it currently stands: Innervate x2 Leper Gnome x2 Power of the Wild x1 Wild Growth x1 Wrath x2 Acidic Swamp Ooze x1 Knife Juggler x2 Loot Hoarder x2 Mark of Nature x1 Savage Roar x2 Wolfrider x2 Bite x1 Swipe x2 Chillwind Yeti x2 Sen'Jin Shieldmasta x1 Violet Teacher x1 Azure Drake x2 Gadgetzan Auctioneer x1 Starfire x1 Ancient of Lore x1 It doesn't matter what I put out, it can kill you. I especially like using Mark of Nature as a cheap guaranteed 4 points of damage to your opponent, it's like casting a 4/0 with charge for only 3 mana. I hate Nourish, I win a lot of games on turn 5 or turn 6 and consider that card a complete waste of a turn. Mine has plenty of card drawing but it's more versatile, Azure Drakes should be in any spell-heavy deck and even a Loot Hoarder can turn into a suicidal 6/1 for a turn before your opponent has to do something about it and give you back another card. Ancient of Lore is just pure awesome and Wrath is a must, it's like a Frostbolt that can instead become another card while also either finishing off a large minion, taking out a weenie or even powering an Auctioneer for two cards. Starfire has come in so handy as a turn 6 finisher I'll never take it out of the deck. Quote Share this post Link to post Share on other sites