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Medium featured0823 legend beast druid deck guide

Guide Creator - sparkalaphobia | Twitch | Twitter

Source Rehosted with permission


This deck had an overall record of 35-18 with all games played in Top 100 legend.

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Legend Proof

Legend Proof

Stats (Match History)

Stats

General Strategy

This deck is first and foremost an aggro deck. It's aiming to rush the opponent down. The average turn time for the deck was about 8.2 turns with almost no wins beyond turn 9. That's the point at which you should expect to be totally out of steam. When you get to around turn 5/6, start looking for how you're going to close out (a decent portion of wins will revolve around a mix of charge/stealth minions and Savage Roar).

The worst matchups for this deck are very removal heavy matchups because you have limited reach from hand and can't play well from behind. This deck does fairly well against most of the dominant Midrange/Aggro decks.

Matchups & Mulligans

The most important part of the mulligan with this deck is to look for a curve. You want to float no more than 1 mana in your first 4 turns. That means, if you have something to do on 1, you're looking for something to do on 2 and 3. If you have something to do on 2, look for something to do on 3 and 4.

Your first few turns of the game should be played according to your hand context where you try to use your mana as efficiently as possible. In general, I wouldn't consider reactive cards like Wrath and Swipe to be part of the expected curve and, depending on whether you expect the opponent to deal with your early beast, I wouldn't expect Mark of Y'Shaarj to be either.

Versus Druid (General)

Going 1st

  • Enchanted Raven
  • Living Roots
  • Mark of Y'Shaarj
  • Druid of the Saber
  • Innervate
  • 4-drop (if you have Innervate)
  • 5-drop (if you have a 2-drop and Innervate)
  • Mounted Raptor if you have Innervate, a 2-drop, or a 1-drop and Mark

Going 2nd

Same mulligan as going 1st but account for Coin filling out your curve and keep Wrath to answer Raven if you have a 2-drop.

Normal 3195129b69

Yogg

You're the beatdown in this matchup so play like it. Prioritize flooding the board with smaller minions. Druids lack good AoE so if you can keep a bunch of your guys at 2+ hp and deny swipe, you can force really inefficient spot removal. If you can force the opponent into spending their turns reactively, you get to continue to develop and pressure. Kill Violet Teacher/Fandral Staghelm on sight if possible and, unless you get a very clean Swipe (kills multiple minions while protecting your own), try to save swipes for token boards. Use The Black Knight for Ancient of War.

Aggro Beast

Do your best to keep a beast off the board to deny Mark and keep Mark in mind. Play aggressively for board control. These decks generally lack too much reach from the hand and are very reliant on sticking a board for Savage Roar. If you ever get board control, you should have the win.

Hybrid Teacher/Beast

This matchup is harder because teacher boards can be really tough to deal with. Save Swipe for Teacher if possible and try to save spot removal for Fandral if possible. In the later turns, this matchup turns into a race. At that point, play around 1 Savage Roar worth of burst when figuring out what you do and don't have to kill!

Versus Hunter (General)

Going 1st

  • Enchanted Raven
  • Living Roots
  • Mark of Y'Shaarj
  • Druid of the Saber
  • Power of the Wild
  • Innervate
  • 3-drop (if you have Innervate)
  • 4-drop (if you have a 1 or 3-drop and Innervate)

Normal 8d8901672f

Going 2nd

Same as going 1st but keep Coin in mind for your curve. Keep in mind that your 1-drops are very weak to Fiery Bat so don't count on Mark as your t2 play and only keep it if you have a backup plan or a Saber to guarantee sticking it.

Midrange/Hybrid

Fight aggressively for board and go for the Savage Roar win. There are 3 universal cards to keep in mind: Eaglehorn Bow, Unleash the Hounds, and Call of the Wild. Do your best to set up in ways that those cards don't set you too far behind in tempo or card-advantage.

Secret

Same as Mid/Hybrid but try to save Power of the Wild to push past an Explosive trap.

Versus Mage (General)

Going 1st

  • Enchanted Raven
  • Mark of Y'Shaarj
  • Druid of the Saber
  • Innervate
  • 4-drop (if you have Innervate)
  • 5-drop (if you have a 2-drop and Innervate)

Normal ace3a9409b

Going 2nd

Same as going first but keep Coin in mind for curve.

Tempo

The hardest part of this matchup is sticking minions to get the chip damage. Use your life total and removal aggressively to protect your board while you have one because eventually the mage will be able to clear everything. Try to save Sabers and Claws that you draw late game for Savage Roar combos. Clear Flamewaker and Sorcerer's Apprentice as quickly as you can.

Freeze

The most important part of this matchup is being able to answer a Doomsayer from hand. That means save chargers and removal and prioritize slower minions. Avoid overcommitting onto an early buffed up minion if you suspect Freeze Mage and can't clear a Doomsayer. Try to use Power to buff your board out of AoE range in the later turns.

Versus Paladin (General)

Going 1st

  • Enchanted Raven
  • Living Roots
  • Mark of Y'Shaarj
  • Druid of the Saber
  • Power of the Wild
  • Innervate
  • 3-drop (if you have Innervate)
  • 4-drop (if you have a 2-drop and Innervate)
  • 5-drop (if you have Innervate and 2-drop)

Normal 6b4ad24e22

Going 2nd

Same mulligan as on the play but keep Coin in mind for curve.

N'Zoth

Wild Pyromancer + Equality will probably lose you the game if it happens but, you can play around it to an extent by saving charge and stealth minions for Savage Roar plays after you lose your board.

On the Coin, be very careful about overcommitting on an early Innervate or Coin play if you can't deal with a Doomsayer. Try to use Power to dodge Consecrate. Try to spread your power power out across minions to play around Aldor Peacekeeper/Humility/Keeper of Uldaman. Try to save Savage Roars for lethal.

Murloc

This matchup has the same general strategy as N'Zoth but it's much harder because they have more spot removal to deal with single minions allowing them to hold off on Equality for longer. Kill Murloc Warleader on sight. If you have all minions at 3+ attack, don't respect Acolyte of Pain. You can't afford to waste damage and mana dealing with it.

Aggro

Hold swipes for big divine shield boards. Trade and use Power of the Wild to play around Consecratecard]. Try to keep divine shields off of minions to avoid big [card]Blessing of Kings swing trades. Try to spread your power out a big to avoid big divine shield trades and Keeper swing turns.

In the mid-game, try to play out things like Stranglethorn Tiger before Azure Drake and 2-drops before Marks to deny Divine Favor. You want to play around 6-8 burst on average. It's possible for them to do more but it's low enough odds that you really can't set up a race if you assume they always have 10+.

Versus Priest (General)

Going 1st

  • Enchanted Raven
  • Mark of Y'Shaarj
  • Druid of the Saber
  • Wrath
  • Savage Combatant/Azure Drake/Druid of the Claw if you have Innervate
  • Innervate

Normal f3af6c8e2f

Going 2nd

Same as going first but keep Coin in mind for curve.

Control/Resurrect/Yogg

Always assume they run Auchenai Soulpriest and Circle of Healing and try to play around it when you can (very hard to do this on T4). Remove Northshire Cleric and big minions on sight to deny hero power value.

When possible, use Marks and Powers in ways that plays around Wild Pyromancer shenanigans, Excavated Evil, Auchenai+Circle, Shadow Word: Pain and Shadow Word: Death. It's a lot to keep in mind but try to think about what would be worst for you if it happened and manage your buffs accordingly.

Dragon

Keep the board as clear as possible to deny Holy Nova and hero power value. Watch out for Blackwing Corruptor on 5 and Cabal Shadow Priest on 6. This deck plays very poorly from behind so, as long as you prioritize clearing, you should be able to grind out the chip damage you need to set up Savage Roar lethal.

Versus Rogue (General)

Going 1st

  • Enchanted Raven
  • Mark of Y'Shaarj if you have Enchanted Raven and a 2-drop
  • Druid of the Saber
  • Wrath
  • Mounted Raptor if you have Innervate or 2-drop
  • Innervate
  • 4-drop (if you have Innervate and 1 or 3 drop)

Normal 05cf4e5913

Going 2nd

Same as going 1st but keep coin in mind for curve.

Miracle

Rogues have limited minions but tons of removal so try to use your removal to keep their minions off the board and force them to spend their turns reactively. Try not to overbuff 1 minion because of Sap. Use Power to play around spot removal breakpoints (2, 4, 5) and Fan of Knives. Be aggressive and put the rogue on the defensive to delay Gadgetzan Auctioneer turns as much as possible.

Versus Shaman (General)

Going 1st

  • Enchanted Raven
  • Living Roots
  • Mark of Y'Shaarj if you have a 1 drop and T2 play
  • Druid of the Saber
  • Wrath if you have Innervate and a T1 and T2 play
  • Mounted Raptor with Innervate and a 2-drop
  • Innervate
  • 4-drop (if you have Innervate and a 1 drop)

Normal 3aea0ebe6a

Going 2nd

Same as going 1st but keep Coin in mind for curve.

Aggro

The first 3 turns of this matchup are pretty much all that matter. If you can get ahead in the first 3 turns, you can usually push your advantage with spot removal.

Don't get too greedy with Savage Roar in this matchup. Aggro Shaman is built around dropping overstated minions and getting one to stick and Savage Roar on 3 minions is usually more than enough to clean up the board.

I generally respect Maelstrom Portal in this matchup, but it's not really worth it to respect Lightning Storm because of how hard it is to get your board out of range.

Midrange

The early game plays out very similar to Aggro Shaman but they have less spot removal. Try to play around Lightning Storm if possible but sometimes the tempo loss from 5 total mana lets you redevelop fast enough to keep up. Avoid overbuffing a single minion because of hex.

Control

On the coin, avoid overcommitting on an Innervate/Coin play if you can't clear a Doomsayer. Expect your board to get completely wiped at some point and try to hold some chargers and stealth minions for Savage Roar lethal.

Versus Warlock (General)

Going 1st

  • Aggressively mulligan for 1-drops and Innervate
  • Keep a 2-drop or Mark if you have a 1-drop or Innervate + 3-drop

Going 2nd

  • Enchanted Raven
  • Living Roots
  • Mark of Y'Shaarj if you have Saber
  • Druid of the Saber
  • Innervate
  • 4-drop (if you have Innervate + 2 drop)

Normal 6494215274

Renolock

Play around on-curve AoE (Demonwrath, Hellfire, Twisting Nether) by trading correctly and using Power of the Wild.

If you can, aggressively develop the board and put the opponent low going into t6. If you can force them to Reno Jackson while you still have a board, you can frequently put them back down to a beatable life total.

If you're playing from ahead, do your best not to overcommit into a board clear and only develop enough to get Savage Roar lethal. If the game goes long, try to save chargers for Savage Roar burst lethal so the opponent can't Lord Jaraxxus or heal back out of range.

Zoo

This matchup is similar to Tempo Mage in that the hardest part is sticking a board but you have a much easier time once you get board control because Zoo can't play from behind.

Play to stick a board. That means sometimes it might be correct to keep a minion stealthed instead of hitting face or save a Roots for removal instead of potentially giving the opponent good trades. Some cards to keep in mind vs Zoo are Knife Juggler, Direwolf Alpha, Doomguard, Power Overwhelming, and Soulfire. Those cards allow the opponent to get back on board from behind so try to play around them when you can.

In the later game, Zoo is favored because their hero power lets them turn life into card advantage and card advantage into board control. The best way to mitigate that is look for opportunities to set them very low. If you can get the zoo player down to around 8 life with a Savage Roar, sometimes it's better to do that than to fight for board. While you might give them slightly more favorable trades in the short term, the denial of Life Taps in the long term might just win you the game.

Versus Warrior (General)

Going 1st

  • Enchanted Raven
  • Mark of Y'Shaarj
  • Mounted Raptor with Innervate
  • Innervate
  • Wrath with Innervate and t1 + t2
  • 4-drop (if you have Innervate and 1 drop)
  • 5-drop (if you have a 2-drop and Innervate)

Normal b16768ba64

Going 2nd

Same mulligan as 1st but keep Coin in mind for curve.

OTK/Cycle C'Thun

On the coin you're heavily favored because you can cheat out or buff minions to 4 health which is very awkward for the warrior to deal with and get a lot of chip damage. Clear the board of minions whenever you can to deny Commanding Shout and Battle Rage.

On the play, you're much less favored because it's much easier for the warrior to clear reactively with Pyro Shenanigans and they have a higher chance to draw Fiery War Axe. OTK has 10 points total of burst healing and C'Thun has 5 from block, 10 from Ancient Bearer, and 20 from Brann Bronzebeard + Bearer so keep those totals and warrior hero power in mind when deciding whether to use a Savage Roar while you have a board or get greedy with it. Try to save TBK for Twin Emperor Vek'lor.

Keep Execute and whirlwind effects in mind when deciding where to put Marks and whether to use Power to buff or for the body. Consider saving Roots drawn late for burst or removal.

Control C'Thun

Play aggressively and look to get 4-health minions down early. Watch out for Unstable Ghoul/Revenge and 2-damage spot removal. Keep Execute/Shield Slam/Brawl/WW effects in mind when considering how far to extend and where to put your buffs. Consider saving Roots drawn late for burst or removal. Try to avoid enabling Revenge if you can't come back from it.

Control Warrior

Similar to Control C'Thun matchup but keep Bash in mind and always expect double Revenge and possibly Baron Geddon. They have a lot less burst healing so you have a better shot at killing them with chargers and stealth minions if you lose board control.

Dragon Warrior

Watch out for Blackwing Corruptor, Axe, Ghoul, and Execute. If you can deny any really big swing turns with those cards you should be able to keep and press a boar advantage. Dragon Warrior doesn't play as well from behind so go try to go wide on board to set up Savage Roar burst.

Tech Choices

The Black Knight: Swap for Sylvanas Windrunner to counter board-focused midrange like Dragon Warrior. Swap for Cairne Bloodhoof to counter control decks or spell heavy Midrange/Tempo decks like Control Warrior, Tempo Mage, Yogg Druid. Swap for Leeroy Jenkins to counter Control/Tempo decks that can easily deal with Cairne like Control Paladin/Priest/Shaman and Miracle Rogue.

Questions

Some commonly asked questions

Q: What can I replace Fandral Staghelm with?

A: Violet Teacher.

Q: What can I replace TBK with?

A: If you don't have Sylvanas Windrunner/Cairne Bloodhoof/Leeroy Jenkins recommended in the Tech Choices/Flex Slots then use Violet Teacher/Violet Teacher/Argent Commander respectively.

Q: When should I use Power of the Wild for the body?

A: When you don't have another 2-drop, when you need a beast to play Mark of Y'Shaarj, or when you only have 2 minions and buff isn't improving trades or preventing removal.

Q: What do you think about Druid of the Flame?

A: It's amazing when you can Innervate it and follow it up with Mark but, it doesn't have much synergy beyond that and it's worse than Mounted Raptor when your overall game plan it to just continually slam threats and then burst with Savage Roar.

Q: What do you think about Menagerie Warden?

A: It's going to be very good but I will likely build the deck to be more midrange to accommodate the card.

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