Wednesday, September 10, 2014

Hearthstone deck check: Instruction begins!

Hello everyone. Today I will be doing a deck check for my Druid Token deck ft. Violent Violet Teacher.
Without further ado, here is the decklist:

Spells: 15
Innervate x2
Wild Growth x1
Power of the Wild x2
Wrath x2
Mark of the Wild x1
Savage Roar x2
Healing Touch x1
Poison Seeds x1
Swipe x2
Force of Nature x1

Minions: 15
Violet Teacher x2
Echoing Ooze x2
Argent Squire x2
Bloodmage Thalnos x1
Shade of Narraxmas x1
Harvest Golem x2
Haunted Creeper x2
Sludge Belcher x2
Ancient of Lore x1
Cenarius x1

Rationale for choice of cards:
Firstly, I built this deck with the purpose of one thing: to have fun. But its done quite well with the limited amount of games that I've played with it, I've gone 5 wins 2 losses in ranked. I won't say its' a GREAT deck, but I'll bet that this deck will give you the giggles with the endless buffing possibilities. The star of the deck is Violet Teacher, her effect spawns a 1/1 token on the field when you cast a spell. You get the gist behind this deck-cheap weak minions which can get buffed by spells like power of the wild, savage roar and the like. Mark of the Wild is there for a clutch taunt if needed. Can be comboed with The Black Knight, but I don't have that card yet. Innervate is there for you to either drop huge minions like your druid of the claw or sludge belcher on earlier turns. Can be comboed with Violet Teacher on turn 4 for a free token and 2 mana, possibly to cast power of the wild to make another token and buff them up to 2/2 and Violet Teacher to a solid 4/6. Swipe is there beacuse firstly it is a board clear and secondly its' a spell which is always welcome in a Violet Teacher-centred deck. Druid of the Claw is there to provide taunt or become a charge minion to deal 4 or more damage when used in conjuction with Savage Roar etc. Haunted Creeper is a good 2 drop and helps establish some board presence in the early game. Its' tokens can also be powered up by PoTW or Savage Roar. Arguably Nourish is there mainly because it helps provide the much needed card draw, and due to the lack of Ancient of Lores which I do not have currently. Bloodmage Thalnos provides powered up Swipes and Wraths. Do note that it does NOT power up your Savage Roars or PoTW.

Argent Squire is there as a cheap 1 drop and the divine shield helps increase its' survivability to make efficient trades when powered up. Cenarius is there for the lols, but seriously it helps provide clutch taunts and a possibility of a juicy buff up finish. Echoing Ooze is a great card as buffs just double (literally) in value on it. Healing Touch is there as a spell for Violet Teacher as well as the lack of heal for Druids in general, this deck does not do well in the late game so you'd best be dominating the midgame and establish firm board presence if not dominance. Force of Nature is the typical run-of the mill finisher when comboed with Savage Roar or can be used as not-as-efficient removal but still decent enough to justify running at least 1 copy. I would run 2 but this deck has yet to justify the need to run 2. I will add and modify the deck as I go along and play more games on ranked/constructed and playtest with my friends but for now I'll leave it at 1.

Shade of Narraxmas is arguably a disputable card, but it works well as you can choose when to utilize it or keep it on the board stealthed in anticipation for the savage roar or PoTW. But generally when people see this card they shit bricks and start to desperately remove it before it gets too huge, and this helps soak up spells that might otherwise be directed at your Violet Teacher. Echoing Ooze also seems to create the same psychological effect. Maybe its' because its' a epic card? Haha jokes aside, it can become a big threat if left unattended to for 2-3 turns (usually not so the case).

Do be careful of board clear and DO NOT overcommit unless you know a)he does not have any board clear spells and has to trade inefficiently if you go balls to the walls or b)are confident that you can win the turn after (don't take the risk I'd say, but hey just have fun).

I will be updating this post with the matchups and how you could circumvent possible counters and what to mulligan/keep as I play more games with this deck but until next time,

EndBlade

EDIT 12 SEPTEMBER: Changed out Druid of the Claw for Ancient of Lore, removed Nourish for Poison Seeds. Took out Shades and Replaced for Harvest Golems. These changes were made because a) I pulled an Ancient of Lore in a pack and Nourish to me was a good card but it did not contribute much to the board. Most of the time it was a dead card as I had better things to play. A 5/5 body is also good when combo-ed with mark of the wild. Poison Seeds was put in as a sort of  unorthodox removal, yes I know it ruins your board especially when there is a violet teacher with buffed up minions, but this inclusion was due to the fact that Druid does not have many effective answers to huge creatures and this spell was merely there as an escape mechanism. I may swop it out in the future if I do not use it much. I removed the Shades of Narraxmas mainly due to the fact that it didnt do much for me unless I left it to rot on the board. Yes it did bait some removal, but Harvest Golem helps in so many ways: it is a 2/3 with a toekn 2/1 when killed, which just increases its' value compared to shade, which can be removed easily by AOE spells.

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