Our Aggro Token Druid guide for the Kobolds and Catacombs expansion will cover the ins-and-outs of this aggressive deck. This guide includes Card Choices, Mulligan Strategies, Winrates, Gameplay Strategy, Card Substitutions, and Tech Cards!
Introduction
Aggro Token Druid is one of the most aggressive decks in the current meta. The deck wins the game by snowballing the board in the early game and finishing the game with huge burst from Savage Roar. It runs several small minions, and different means of generating tokens and potent AoE buffs. Some games end as soon as turn 2 or 3 after Druid overwhelms the whole board with 2-3 attack minions.
Kobolds and Catacombs Update
In Kobolds and Catacombs, Aggro Token Druid gained two critical new tools further increasing the power level of the deck. Corridor Creeper has taken the competitive scene by storm and was welcomed with open arms by Aggro Token Druid. While not quite as flashy, Dire Mole offers another efficient early game minion that is right at home in this archetype.
Update: Aggro Token Druid (February 2018 – Post Nerf)
Aggro Token Druid might have enough stuff to replace the pirate package/Corridor Creeper and continue on as a powerful aggro deck, but it will remain to be seen how the balance changes will alter the meta!
The deck list above is up-to-date, but we will need some time to update the guide below.
Aggro Token Druid Card Choices
Class Cards
- Enchanted Raven – For an Aggro deck, a one-mana 2/2 is about as good as it gets. The Beast tag makes Raven even better thanks to its synergy with Mark of Y’Shaarj.
- Mark of the Lotus – Arguably the best card in the deck, Mark of the Lotus can turn a board full of tokens into an overwhelming threat.
- Druid of the Swarm – Another efficiently statted Beast, Druid of the Swarm sets up a roadblock against aggro decks and provides a sturdy body against control.
- Mark of Y'Shaarj – With so many efficient Beasts in the deck, Mark of Y’Shaarj can pick up a lot of value.
- Power of the Wild – While not quite as powerful as Mark of the Lotus (thanks to its additional mana cost), the flexibility of Power of the Wild is worth a spot in this deck.
- Crypt Lord – In any matchup, sticking minions is crucial. Crypt Lord can protect damaged minions and frustrate control decks with its staying power.
- Savage Roar – Savage Roar offers the payoff for sticking a wide board in the form of significant burst damage. Even the threat of Savage Roar forces an opponent to react.
- Living Mana – As a deck reliant on minion damage, Aggro Token Druid frequently needs some board refill. Few cards provide this as well as Living Mana.
Neutral Cards
- Bloodsail Corsair – A staple in Aggro Token Druid since the release of Mean Streets of Gadgetzan, Bloodsail Corsair can help pull an early Patches from your deck.
- Dire Mole – It may be hard to believe, but in certain matchups, Dire Mole provides an even better turn one play than Enchanted Raven.
- Fire Fly – Frequently, Aggro Token Druid risks running out of gas quickly. Fire Fly offers the ability to replace itself in hand and continue pumping out minions on board.
- Patches the Pirate – Hearthstone’s greatest villain may be Patches the Pirate. His frequent presence may feel tiresome, but he definitely deserves a spot in this deck.
- Dire Wolf Alpha – Dire Wolf Alpha can turn a wide board into an efficient trading machine or provide the extra bit of damage needed to close out the game.
- Southsea Captain – Southsea Captain offers another Pirate to pull Patches essentially summoning a 5/5 for 3 mana.
- Bittertide Hydra – One means of combating board clears is a single large minion. Bittertide Hydra can leave your opponent with the difficult choice between single-target and mass removal.
- Corridor Creeper – Let’s face it, a lot of your minions are going to die over the course of a game. Fortunately, Corridor Creeper (everyone’s favorite pre-release sleeper) can come into play at a discount when this inevitably happens.
Aggro Token Druid Mulligan Strategy & Guide
VS Aggro Decks
Higher Priority (Keep every time)
- Enchanted Raven – A turn one play is critical against other aggressive decks. Enchanted Raven can often trade up and give you an early lead on the board.
- Mark of the Lotus – Timing of the Mark of the Lotus is always critical. Against other board-centric decks, you want to ensure a favorable board state early in the game and Mark of the Lotus helps do exactly that.
- Bloodsail Corsair – Against weapon classes, Corsair can obviously get value. His true purpose, however, is to pull an early Patches out of your deck to receive buffs and/or clean up damaged minions.
- Dire Mole – In aggro mirrors, the extra health on Dire Mole actually makes it preferable to Enchanted Raven in many openers.
- Fire Fly – Fire Fly is probably Aggro Token Druid’s worst one-drop minion, but the necessity of an early minion curve still warrants holding it if you don’t have other options.
Lower Priority (Keep only if certain conditions are met)
- Druid of the Swarm – Druid of the Swarm can put an immediate halt to your opponents aggression by assembling a frustrating wall, especially paired with Mark of Y’Shaarj.
- Mark of Y'Shaarj – On the play with a turn one Beast, there are few better turn twos than Mark of Y’Shaarj.
- Dire Wolf Alpha – While Dire Wolf Alpha doesn’t necessarily want to come down on turn two, having the option to buff minions and trade efficiently is nice to have, assuming there is already a turn one play in your hand.
- Southsea Captain – With turns one and two plays already accounted for (or when you’re on the coin) the swing turn Southsea Captain provides makes him worth considering in your opener.
- Crypt Lord – If you’re absolutely certain the opponent is piloting an aggro deck, Crypt Lord can stop them in their tracks. That said, maintaining board control on turns one and two is still all but a requirement for victory.
- Corridor Creeper – In a deck with a slew of one and two cost minions, it may seem strange to hold a seven drop, but the earlier Corridor Creeper is in your hand, the sooner it can be reduced to zero mana.
VS Control Decks
Higher Priority (Keep every time)
- Enchanted Raven – Against slow decks, the extra bit of aggression Enchanted Raven provides makes it the favored one drop in slower matchups.
- Mark of the Lotus – While you may hold Mark of the Lotus a bit longer in these matchups, it’s still an important part of Aggro Token Druid’s game plan.
- Bloodsail Corsair – Early Patches pulls are always beneficial. With a buff spell in hand, especially, it makes sense to hang on to Bloodsail Corsair.
- Dire Mole – Even though Enchanted Raven may be a bit better in these matchups, Dire Mole is still a reasonable turn one play (especially with a Mark of Y’Shaarj to follow).
- Fire Fly – Again, not the ideal turn one play but better than passing. Likewise, Fire Fly can help fill out your curve over the course of a couple turns and is worth keeping.
- Corridor Creeper – Against decks with significant amounts of removal, minions are going to die. If you have Creeper in hand when this happens, at least you’ll get a free 5/5 out of that inevitable board wipe.
Lower Priority (Keep only if certain conditions are met)
- Druid of the Swarm – Druid of the Swarm is not nearly as potent against slower decks. Still, the resilient body and Beast tag makes it a reasonable early-game play.
- Mark of Y'Shaarj – If you can stick an early-turn Beast, Mark of Y’Shaarj can either force removal from your opponent or leave soaking up additional damage.
- Power of the Wild – Against slower decks, you have a little more time in the early game to establish a board. Once you have that, Power of the Wild can reward your spread with an AoE buff. At worst, its a two mana 3/2.
- Dire Wolf Alpha – Early aggression can help drop your opponent in range of Savage Roar. Dire Wolf helps get some extra chip damage in to set up this game plan.
- Southsea Captain – A three mana 5/5 is certainly welcome in aggro decks. If you’re on the coin or have a one and two lined up, Southsea Captain is a good keep.
Aggro Token Druid Win Rates
Winrate stats are currently unavailable for this deck at the moment!
Aggro Token Druid Play Strategy
While Aggro Token Druid may have the appearance of simplicity, your strategy varies depending on the matchup. In general, against Aggro decks you want to prioritize control of the board while whittling away at the opponent’s life total. When facing Control decks, toeing the line between applying pressure and overextending into removal is critical to success.
Vs Aggro
As mentioned, against other aggressive decks (especially those that are board-centric) maintaining control of the board state is of utmost importance. While this is an aggro deck, it cannot apply pressure without minions in play. With this in mind, spending early turns making favorable trades into your opponents minions is very common. Here, Dire Mole and Enchanted Raven can put in a lot of work from the first turn in the game.
Because minion presence is the primary goal, going in on a buff spell earlier than usual (whether Mark of the Lotus or Power of the Wild) may be the correct play in order to lock down control of the board.
If you are able to lock down the board state, the game is often won as there aren’t many aggro decks that will be able to recover from a lost board. Even a free Corridor Creeper is often too late to make a difference if you have managed to spread the board. The burst from Savage Roar punishes opponents who get behind early.
In situations where you do fall behind, Living Mana does offer a uniquely aggressive comeback mechanic, so don’t reach for that Concede button too early.
Vs Control
Against control decks, early turns are frequently more about sneaking as much damage in as possible than trading efficiently. Chip damage in the first few turns can make the difference in the outcome of the game. Early minions are still important, but face is more commonly the place in these games.
Again, timing AoE buff spells are important in these matchups. Here, you want to eek out as much value from them as possible. Frequently, this means holding your buffs a bit longer than in the aggressive mirrors but not so long that you miss out on ever-important damage.
Perhaps the most important consideration in these games is the mass removal the opponent has available. Often, buff spells are best used to pull minions out of range of would-be board clears. Dodging a devastating Shadow Word: Horror or Defile turn, for example, can leave your opponent without any answers.
Typically, these games end with a big burst turn thanks to Savage Roar, so always be aware of how much damage the card represents, whether or not it is currently in your hand.
General Play Strategy
- After the first few turns, try to count your potential damage every turn, especially with Savage Roar in your hand. It’s easy to burst the opponent down from 15+ with this deck and it’s very easy to miss lethal if you tunnel too hard on the board.
- If you miss a two-drop, you can use Power of the Wild to summon a 3/2. It’s not the best play, but it’s easy to forget that this card has two options and miss out on developing the board.
- Obviously, you aim to play Mark of Y'Shaarj on a Beast (Enchanted Raven and Dire Mole, especially), but you don’t want to fall into a value trap with this card. If the situation presents itself, buffing up any minion can lead to a victory.
Aggro Token Druid Card Substitutions
Despite its relatively consistent success over the past few expansions, Aggro Token Druid has remained a relatively inexpensive option for players looking to make their way up the Standard ladder. The deck does run four Epics but two of the four are easily parted with. Likewise, a single Legendary keeps the Arcane Dust fairly reasonable.
- Southsea Captain – Captain is not strictly required for the deck to function, but certainly helps with the deck’s game plan. Tar Creeper or Vicious Fledgling are both suitable replacements for those lacking faith in the Pirate’s code.
- Bittertide Hydra – Another replaceable Epic, Bittertide Hydra provides a big beater on turn five but doesn’t offer that much more than Cobalt Scalebane.
- Living Mana – Living Mana is a little more difficult to replace than the two above. If you’re in a pinch, Soul of the Forest can fill the gap, but Living Mana is one of the cards that pushed this archetype over the top.
- Corridor Creeper – It’s no longer a secret that Corridor Creeper is a dominant card in the Kobolds metagame. If you’re lacking this worm, any aggro stable can fill in, but you’ll be a bit disadvantaged. Tar Creeper, Golakka Crawler, Spellbreaker, or Vicious Fledgling all just miss the cut in this list and would be welcome in place of Creeper.
- Patches the Pirate – The lone Legendary in this deck, Patches the Pirate essentially takes up five spots in this list. If you’re still lacking him, Southsea Captain and Bloodsail Corsair will need to come out as well. Some combination of Tar Creeper, Argent Squire, and Golakka Crawler could fill in for these five card slots.
Aggro Token Druid Card Tech Cards
Aggro Token Druid has the benefit of being able to squeeze in just about any minion with an efficient mana cost. As a result, there are several tech cards that can easily rotate in should you find yourself needing an edge against certain matchups. The section below offers a recommendation for a few such cards, as well as the card they replace and the matchup they are targeting.
- Spellbreaker – With the rising popularity of Cubelock, having a means of getting past Voidlord is all but a requirement. Spellbreaker is the best Neutral Silence and can be considered as a one-of in this deck. Spellbreaker can sub in for the lone copy of Crypt Lord in this list.
- Golakka Crawler – The Pirate package isn’t going anywhere for some time. If anything, Corridor Creeper has made it more common among aggressive decks. To account for this, two Golakka Crawlers can rotate in for the Dire Wolf Alphas. Why bother trading up into Pirates when you can just eat them?
- Hungry Crab – While Murlocs are less common after the Murloc Warleader nerf, Murloc Paladin is a still one of the more popular decks in the format. Hungry Crab can sub in for Fire Fly and offer massive swing turns (with limited downside) against decks full of angry humanoid fish.
is this realy a tier 1 deck right now? can I climb the ladder with it?
Its seems to be working somehow.I used a different decklist with inervates and scalebanes instead of hydras.
It got me almost legend from rank 4(October Season).Sometimes it backfires really hard.But also sometimes its rolling really hard.
I was trying it, and it goes really well. It got me from rank 10 to 5, last season. I used a different version with innervates and cobalt scale
Literally the best deck for the dust. If you don’t have patches, he’s still worth crafting, and this deck is mental. 60% winrate in current meta is amazing with the speed of the games. Rank 5 to Legend in a matter of hours! Just as good as back when it came out.
That is a freakin’ lie sir. You cannot possibly keep on beating Locks, Priests and Druids with this deck. Obviously…
Can I use Spreading Plague on Living Mana?
*one day before nerf*
For everyone complaining, I’ve gotten from rank 18 to my first legend with this deck. Granted I’ve won almost 200 games to get there, and god knows how many I’ve lost.
I dont get everyone complaining, that they lose more then win. I have 70 percent win rate out of 50 games, gets to rank 10 easy, and even 5. If you cant play the deck, hearthstone, or just really unlucky, dont go blaming the deck. It is amazing, and gets out of control real fast.
I actually have won a good 60-70% of my games with stupid early innervate plays. Im currently experimenting with other cards in its place and I wouldnt say this deck is completely dead without it, as im still winning most of my games, but its definitely not as consistent.
So with innervate nerf’d is this deck still good, should it run something else? or does it just destroy the deck?
I don’t think the deck is dead, but it’ll take at least a few days to see how it should be built.
so, how comes this deck is so good, out of 90 games, I have barely won just about half of them, and that’s by pulling some weird crap, innervate never pulls out, the hydras always end doing things worse and somehow everyone now has like the perfect answers for everyone of your plays, so either there is something off or i’m the unluckiest player ever
cry you baby s h @ t
Anyone got a video on how this deck actually works?
I am struggling with this deck now, cannot surpass rank 15…
I know man! I’m having the exact same problem, i win like 1 in 4 games. I spent a lot of dust to make the deck, and guess what, blizzard announced the nerf of the druid…
same here crafted the deck over the weekend and won 2/6 games always lost to card draw especially on buff cards
Mulligan everything that is not a minion or innervate. I had a quite high win ratio since 10. Then the problem has started. Now I added pirates and patches and it seems a little better and I use leeroy and spellbreaker.
I cant say the same. I didnt play a single HS game since the frozen throne release, only got back when i saw that i had gotten 2k dust cuz the pity timer was off. I have like a 65-70 win percent atm and got from lvl 21 to lvl 10 (atm) in 2 days. This deck is stupid op.
Any option instead of Patches ?
Make patches… super good.
What could be removed to squeeze in Malfurion? At Rank 5 I was seeing some Druids run this deck successfully with Malfurion.
I like this deck! A lot!
But what is crazed alchemist doing in there? Have played 10+ games, and havent utilized it for anything good yet.
It’s primarily for making it possible to trade up with your minions, but it also works great against a doomsayer.
Easy mate, Doomsayer, or you can use it on your tanky minions, so when you buff crypt lord’s hp, you can do like -> 1/11 – 11/1 and hit your opponent 11dmg instantly.
It’s also rlly gud with Crypt lord
I was tired of losing to druids so I decided:
If you can’t beat em, join em!
Went 10-1
I’d just like to say thanks for the great deck, i’m ranking like crazy!
%78 winrate from rank3 to legend. TY
I got rank 5 whit this deck. im pretty sure i can get legend but i have no time. GReat great deck.
is there any card that can replace living mana, kinda low on dust rn
old token lists ran the 4 cost “give your minions deathrattle: summon a 2/2 treant”
RANK 5
23-2
-1 Dire Wolf Alpha +1 Spreading Plague
Had to add this after I matched with to many mirrors. Most other druids that go wide dropping this normally slow them greatly and if have a Mark of the Lotus or any other AOE buff for your Taunts your can dominate the board turn 5-6 if it happens to last that long.
Also remember to always Innervate + Vicious Fledgling turn 1, It is very difficult for any opponent to deal this this and can really exhaust your opponents resources as they try to protect face. I’ve had people consed turn 2 when i got windfury into stealth.
hey what do you think should I craft this deck or should I craft jade druid? what is more powerfull?
They are both equally powerfull. but if you want to rank up fast i would suggest this deck as games end alot quicker
Is there a replacement for Hydra? i dont own them and rly dont feel like spending my dust on Thema. wanted to play this deck bc it seems to be strong and chest since i am a free to play Player. Feelsbadman
feel like spending my dust on them*
seems to be strong and cheap* sry
I would like to know as well
This is just my opinion – at first I was thinking of using bonemare, instead of but then I thought it was too slow to be used in an aggro deck, so the only minion I can think of replacing Hydra is Cobalt Scalebane. It is definitely no where near as good as hydra for an aggro deck, but it gives the closest stats as a common.
I would suggest Swipe. it will help with range for that final push and with keeping your board healthy. i run the hydras as a lot of the current taunts push 5-8 health and i receive much much better synergy from the deck. i do miss my swipes but see how the hydra finds a slightly better fit due to the current meta.
Druid of the claw.
I only have one hydra, but I’ve been using the new 5/5 dragon that gives 3+ attack. Works pretty well in the deck!
why not try Frostwolf Warlord as you should always have board control so you nearly always have a 8-8 or atleast a 6-6 without the downside of taking 3 damage
I changed a lot on this deck… I dont use the hydra even though I have it. theres a much more useful card: sea giant. I often play him for 3 or 4 mana and he hasnt this uuncomfortable side effect. also a very important card is reforestation (or sth like that) in this deck coz without it the enemy does one flame strike or sth and youre gone… another problem about this deck is that u draw so few cards… well try the sea giant
Yes! You’re right. Soul of the Forest is a must for this deck.
It’s deathrattle effect is real effective against against AOE spells.
Makes your board like sticky as glue.
Amazing deck! I got from rank 10 to rank 5 in 40 minutes while only losing 2 games! This deck is so strong against both control and aggro decks.
I dont think thats possible actually
Is there any real reason for hungry crab in this deck as it stands now? Id rather play Argent Squire instead, since they can garaunteed survive the first attack, which is especially great once they get buffed. I could understand hungry crab if there were murlocs in here, or if they were more popular in the current meta, but there arent, and it isn’t. So why run those instead of Argent Squire? Also what do you think about Golakka Creeper, to run with the pirates? I for one think it’s a really good turn 2 play if you get a pirate out first turn.
No, it was due to be cut. I just updated the list!
Midrange pally is coming up HARD right now with 64% winrate @ over 45k games sample size on hsreplay. Once tier reports come out more are gonna get on that wagon again and it’s running all your favorite murlocs to eat again. Just my observation the past few days.
Is there a chest or hack to mulligan for inverate and flappy bird on turn one? I have tried playing this deck for more than 30 games and i fail to get it even once.
However when I met a mirror match. 4/4 They play the combo on turn one.
Confused!
Why the can´t i copy this deck to hs
I take out one bitter hydra and replace it with moroes. Moroes works really well for this deck because your constantly keeping minions on the board, and if you buff it to a 2/2 or 3/3, your opponent most likely won’t have a removal to kill him. I only have one living mana, so I use force of nature as a substitute. Not quite as good but it gets the job done.
Any way I can watch a pro play this deck? Especially one without Defender of Argus and that group.
Thank you!
Any good subs for hungry crab?
I feel like the murloc version of aggro druid isn’t as consistent as kolento’s list after i played 100~ games with each version. He subbed the murloc package for 2 tar creeper, 2 hydras and 1 dire wolf.
Why this deck is not longer Tier 1? It is bad against shaman and there is a lot of evolve shamans in June?
What do u guys think about soul of the forest in this deck?
It’s an option, that’s for sure, but it a very hit or miss card. If you happen to get a great start, like 4-5 minions on the board, into turn 4 Soul of the Forest, then the card pretty much seals you the game. But Soul of the Forest only starts getting good with at least 3 minions on the board (it’s really bad on 1 or 2) and since everyone is trying really hard to kill everything you play (for obvious reasons), on the average the card might not perform well enough.
Another thing is that it’s a bit of a “win more” card. It’s great if you’re already winning, but if you’re already winning you might actually not need more support to win. If your opponent doesn’t have the AoE to clear your board anyway, then the card was useless and playing anything else, like a 4-drop (e.g. Argus), would just do more.
I think that there is some room to experiment with that card, but this deck lacks the “stickiness” of the Egg Druid to really utilize it.
Not the best build imo. With this version it’s easy to end up with just spells in your hand or minions on the board that can be removed a bit too easily (Eggnapper)
Switched Swipe and 2 Eggnappers for another Innervate and 2 Vicious Fledgelings and it played much better.
Maybe I was too unlucky with this one though.
Ravasaur’s are better than eggnappers too
The build was updated pre-May season (like 2 weeks ago) for the then best working build. Builds in the guides are updated monthly – there is simply no way to update them every time something changes, because the guide also needs getting changed when other cards are getting played. But the Un’Goro meta is pretty specific, because even though we’re over a month into it, it’s still constantly changing and even a week from now some builds might already get outdated. On the one hand, it’s great for the players, but it’s really hard to keep up for the writers like me.
If the meta hasn’t stabilised yet, you should browse the “Featured Decks” for the latest builds. Majority of this guide still applies, so you can get the latest build and then read this guide for some gameplay advice.
Genzo over Argus or something else is a good sub ?
Argus/Swipe vs Swipex2 vs Genzo/Swipe are all probably fine depending on current meta.
I guess some people are just playing Genzo and removing any other 4 drop in favor of a faster curve.
This deck is soo trash lol
Just another shitty aggro deck
“This deck is so trash lullll” you mean you’re trash?
Why swipe and not 4 corat adapt all?
Don’t get this deck is quoted so high, its so crappy, most games you just loose when running out of gas… the other ones you loose cause of the unplayable starthands you have…
the version is crap as well, no Vicious fledgeling? and no double swipe and innervate… lol
Can anyone else attest to the efficacy of the murlocs in this deck? I’ve played 30+ games with this deck, and the murlocs have never once been helpful.
Maybe it’s just crapppy luck on my part, but I’d like some advice on replacing those five cards with something that may be less optimal, but hopefully I’ll have a better experience.
Suggestions?
Don’t get the hype on this deck, it loses to most popular decks on ladder and it is very weak to the well tuned control decks, in no time you are in topdeck mode and loosing…
Anyone got any tips for this deck? Because I know it’s me and not the deck that’s making mistakes, but I can’t seem to make it work…
I feel like the guide is a pretty solid way to approach the deck, however it is not really a definitive way to play the deck. Also i would avoid playing this if the meta you are facing are flooded with taunt warriors, its just a horrible matchup. I reached legend mainly facing hunters and pirate warriors which this deck crushes. Also, sometimes i would keep living mana in my opening hand when i’m facing hunters and pirates because they have no real way to deal with it.
I got my first legend playing prinarily this deck after rank 5. Awesome deck! Thanks man!
Congrats!
I always loved the token/aggro druid (old good times of FoN+SR) but I would never play this deck without 2 Vicious Fledgling. The card is super fun and if you manage to innervate it on the first turn you will most likely see some crazy things.
The point is: I removed 2 Eggnapper for the 2 Vicious Fledgling. Do you guys think is a good choice or you would have replaced something else?
It’s a good card yes, but removing eggnapper is risky in my opinion. It’s a good damage card plus the deathrattle offers a good board controll. It’s a 3 in 1 card on a low cost. So Eggnapper wouldn’t be the best choice to remove I think
I used this list to get legendary this season. Except i think that Pantry Spider is a better choice over eggnapper.
In my opinion the spiders are a much better tool for board control.
Played from 5 to legend in 4 days only using this deck with 2 Spiders over Eggnappers. Many good things happened with the spiders.
E.g. turn 3 Pantry Spider. Turn 4 Defender of Argus (this helped me often against other aggros to secure life before filling my board with Living Mana)
Or Turn 1 on the coin Spider with Innervate and Corsair+Patches. Turn 2 aoe bump.
I don’t want to wait for the eggnapper to die to get 2 minions to bump.
Living Mana boom! Full board!
Rogue plays vanish
Concede because I’m stuck.
I can’t seem to make this deck work… how is this possible? I keep losing.
ty for this deck, it get me from 10 into 5 in 1 hour 😀
but i played without eggnapper.
the only problem with this deck is; it gets completely destroyed by taunt warriors. I have currently 0-11 against taunt warriors, its like impossible to win against them. insta concede.
note: I have 9-1 against quest rogue which is the best matchup i guess.
Kind of surprising to hear this since my taunt Warrior just got destroyed by this deck.
A good draw will just crucify taunt Warrior because it can snowball so fast. A few 1-drop minions, innvervate, Lotus, Savage Roar and you can win before the Warrior has anything worthwhile on the board.
I replaced Living Mana with The Black Knight and Evolving Spore and I’m 14-9 at Rank 2
I’ve been playing this deck in the mid-tier of the ladder (ranks 15-10ish) and it is doing FANTASTIC for the most part. I only really have problems when I pull murlocs (other than Finja) early. Even then, I can sometimes recover, but it happens enough that it’s frustrating.
Do you have suggestions on how to recover if you draw dead with a Warleader in the early turns (1-3)?
Is it safe to craft finja? (only card i miss)
Well on the one hand: yes, it is safe to craft finja, he often finds a way to get into agressive decks, but there are also aggro druids without finja that are more consistent in my opinion. There are legend player who play version of this list without the 5 murlocs and one less defender of argus and instead 2x bittertidehydra, 2x enchanted raven and 2x mark of y´sharrj. so if you have those you can try that version.
This deck was honoustly hard for me to get higher than rank 13 with (I am a ex-legend player, so I don’t think it’s fair to say it was due to the deck). Anyway, since I replaced the innervates with murloc tidehunters I finally started climbing. A lot of the games that I am winning right now, are games that I would have lost if I had innervate instead of murloc tidehunter. Meanwhile, I rarely find myself in a situation where innervate instead of tidehunter could have won me a lost game. (Only maybe in situations where I could have won with innervate > savage roar after playing living mana, but these are rare). I am now rank 8 and still climbing a lot.
So yeah what I am trying to say: remove innervate and replace it with 2 murloc tidehunters. Tidehunters work very well with all your +1/+1 buff cards and also make your warleaders A LOT better. Meanwhile innervate feels like a dead card way to often.
One of the worst decks I’ve ever tried. 0/5 on rank 3. I don’t think this guy went legend with this, get destroyed by every single deck on the current ladder.
Can you read obviously you can’t tau hs since it says these are the best decks for the class not in tier so maybe try reading instead of being salty at your ability to get out of rank 3.
i am kinda confuse with the tortollan forager here.
what can you pull with it? or you are playing it for a vanilla 2mana 2/2?
or did i miss something?
i have everything in that list except for 1 living mana and i think it would be a waste of dust if i craft another, there’s something to replace it?
I replaced it with Living Spore. 🙂
Maybe u mean Evolving Spores?
I’ve been playing Token Druid quite a bit and I don’t think Living Mana is a replaceable card tbh, it just swings the board back massively when you’re out of steam and can force your opponent into awkward plays.
If you do want to play this archetype in general I don’t think you can go wrong crafting it, or crafting it when you can spare the dust.
It’s only for when you use the Bittertide Hydra