Cube Taunt Druid Deck List Guide – Boomsday – August 2018

Our Cube Taunt Druid deck guide goes through the ins-and-outs of this newly popular deck from the The Boomsday Project expansion! This guide will teach you how to mulligan, pilot, and substitute cards for this archetype.

Introduction to Cube Taunt Druid

Recruit Taunt Druid is one of the brand new archetypes spawned by The Witchwood, which relies on Knights of the Frozen Throne’s Hadronox and Witching Hour alongside Carnivorous Cube and a healthy dose of Taunt minions to generate insane amounts of value in the late-game and to ensure its survival against aggressive decks. While it certainly has its specific vulnerabilities, it is an extremely effective archetype in the early days of The Witchwood and its nascent metagame, and while the length of matches may not make it ideal for ladder grinding, your obscene win-rates against aggressive decks should more than compensate for this downside.

Update – The Boomsday Project

We’ve listed a popular version of Taunt Druid below, we’ll be updating the guide soon!

Deck List

Deck Import

Cube Taunt Druid Mulligan Strategy & Guide

VS Fast Decks

Higher Priority (Keep every time)

  • Wild Growth – With almost all of your tools being as expensive as they are, ramping up your mana is crucial, especially considering how multiple aggressive archetypes feature an upgraded hero power and the extra value and board presence in the early turns that entails.
  • Oaken Summons – Armor gain plus a relatively large Taunt minion in the early rounds is the best medicine against aggression.

Lower Priority (Keep only if certain conditions are met)

VS Slow Decks

Higher Priority (Keep every time)

  • Wild Growth – Again, with a plethora of expensive minions, ramping early is of paramount importance. It’s a must-have and a must-keep in basically every matchup.
  • Nourish – An answer to a very similar question as Wild Growth, though you generally want to use it for draw against slower decks to provide additional answers.
  • Hadronox – The lynchpin of the deck and the source of the obscene value you’re going to rely on in order to win the control matchups. Since you have multiple cards in the deck that are essentially dead before you play this humungous spider, you are highly advised to just keep it in your opening hand against slower opponents when you get the chance.

Lower Priority (Keep only if certain conditions are met)

  • Oaken Summons – Not only does this card get you an essentially overstatted minion on the turn it’s played, its Recruit ability also means that you want to get it out as soon as possible in most matchups so that it doesn’t lose its value.
  • Naturalize – Specifically against Cubelock, this is your best – if not the only – answer against an early Mountain Giant. It almost always lets you burn a card or two from your Warlock opponent’s arsenal while simultaneously pushing them closer towards fatigue. While you can usually out-control a Spiteful Druid, keeping this spell can also insure you against those turn 6 flip turns by getting rid of the massive minion summoned by the Spiteful Summoner.

Cube Taunt Druid Win Rates

Winrate stats are currently unavailable for this deck at the moment!

Cube Taunt Druid Play Strategy

Cubelock – The only way to lose against Gul’dan’s dastardly demons is to die to at least half a dozen charging Doomguards. You have the inevitability over your opponent as you are guaranteed both to win the value game and the fatigue fight: all you need to do is to avoid an unceremonious death in the mid-game. Getting rid of the early Mountain Giant is a must: while you can certainly take the value hit by throwing multiple mid-sized taunts and removal spells into it, the real danger here is being blown out by a Cube. Naturalize is your best friend here. Otherwise, you want to cycle through your deck as fast as possible in order to be able to set up a ton of taunts: Cubelock really struggles with such a board state. It’s perfectly okay to just throw down Hadronox in this matchup, as there is no transformation effect to worry about: even if it gets silenced, Witching Hour should be more than enough value later on. If you’re not pressured, try to wait with your combos until The Lich King is dead: that extra source of value is extremely useful in all the control matchups.

Control Mage – The problem with this matchup is Polymorph, simply because the transformation effect will shut down your Witching Hours. You’re not going to be able to rely on your repeated Hadronox-board floods in the late game, so the way you can eek out a few percentages here is to try and get at least some value out of the card. You will need to Naturalize it on the turn you put it down, and try to go from there – coupled with Frost Lich Jaina, this is one of the few control decks that can cause you a lot of problems.

Even Paldin/Odd Paladin/Murloc Paladin – Swipe is your best friend here, but try to get as much value out of it as possible: its main goal isn’t to stop you from taking damage – playing rope-a-dope against aggro is very viable with this deck –, but to stop a board-wide buff. Sunkeeper Tarim and Level Up! are killers, just like Gentle Megasaur is in the Murloc archetype. If you can make sure that those cards don’t put their minions out of reach, the taunt wall should suffice as the early pressure of these decks isn’t as incredible as some of the other aggressive decks’ in the metagame.

Tempo Rogue – The one specific element that’s different in this matchup from other aggro decks it Hench-Clan Thug’s potential to win the game on its own on turn 3: make sure you keep some sort of removal for it in your hand. Other than that, hiding behind Taunts and gaining health is the name of the game: if you can hang in there until turn 8-ish, you are generally favored.

Quest Rogue – This deck is a direct counter to yours and there’s not much you can do to steal a win. Even if you can get a Hadronox down to re-summon a bunch of taunts and get on the board, a single Vanish can cripple you. You really don’t have the ability to put up enough pressure to disrupt the completion of the quest, and it is impossible to outlast a steady stream of 5/5 minions.

Miracle Rogue – Just like with Quest Rogue, you are in no position to counteract their gameplan: the real ticking clock here isn’t Leeroy Jenkins but the million ghastly spiders: your only way to weather the storm is an early, beefy Hadronox, instantly killed by your own spell before it could be Sapped.

Tempo Mage – There’s a premium on Lesser Jasper Spellstone in this matchup, as the burn generated by this deck isn’t enough to finish you off on its own: early minion damage plays a major part in the equation. The newly popularized version with Vex Crows allows the Mage player to go relatively wide, but that comes relatively late in the game when it has already been decided who holds the board. Try to have some sort of backup plan in case of Counterspell: that’s one of the more nasty tools in the Mage’s arsenal.

Spiteful Druid/Spiteful Priest – Anduin’s the bigger issue as the deck runs larger threats and Priest is capable of healing them back if you don’t finish them off. Try to keep a Naturalize for their turn 6 shenanigans – otherwise there’s not much else to do than to fight for the board with your minions and blow them out with an eventual Hadronox turn. Watch out for Mind Control!

Odd Hunter – Should be a very easy matchup as long as you can limit the incoming minion damage – something this deck is uniquely qualified to do. Oaken Summons can single-handedly win you the game, and a few more taunts and armor-gaining cards are generally enough to earn that coveted “Well fought. I concede.”

Control Warrior – A fairly easy matchup. Tank Up provides no benefit against you, and no amount of Brawls in the world can deal with a cubed Hadronox and all the taunts it provides. Play it safe and slow, and just like in other control matches, try to get as many Lich Kings resummoned as possible.

Shudderwock Shaman – As unrefined as those decks are, the nature of the archetype makes them favored against you. Acknowledge your beatdown role and try to hit them as hard as possible early on, and resurrect with Hadronox as soon as you get the chance for the finishing blow.

Mirror match – Get ready for 14 minions on the board! It’s a slow, grindy, totally value-oriented game where many of the tenets of the old Control Warrior mirrors apply. Face damage will not get you anywhere. Try to draw as little as possible. Make sure you throw in your Lich King before you start resurrecting with Hadronox. Getting Hadronox off before your opponent is a massive advantage. When your opponent’s board is full after using Witching Hour, at least kill the Cube so that only one Hadronox comes back – if you can get rid of both, even better. Slow and steady wins this race.

Cube Taunt Druid Card Substitutions

You can run two, one, or even zero Tar Creepers, but having more than two Oaken Summons targets is very valuable – on the other hand, it’s not the kind of taunt that you want to eventually resurrect with Hadronox, so one copy might be the sweet spot.

There are certain lists out there that only feature one copy of Branching Paths, but considering the card’s incredible flexibility, it’s something that I would advise against cutting. It can single-handedly win you the game against aggressive decks once you pushed them off the board, it helps to cycle in the slower matchups and can also provide a juicy amount of burst to quickly finish the game off whenever they are unable to remove your post-Hadronox board.

On the other hand, the one copy of Ultimate Infestation could be something that you could consider getting rid of if you’re not facing very many aggressive opponents. The card is completely dead against Control archetypes, and if you want to make other adjustments as well, a Master Oakheart-based package could be a very nice way to put up pressure and increase the consistency of a Hadronox pull. Dragonhatcher is the other possible inclusion that goes with the card for the Primordial Drakes, and the Tar Creeper could be your one-attack minion for the ultimate recruitment experience.

Speaking of dead cards, an interesting alternative deckbuilding option is to include a copy of Spreading Plague and just never play it in the slower matchups so as to avoid screwing up your Witching Hour. It is likely overkill, but it is something you can consider if you’re having trouble against all the Paladins and Rogues of the world.

Since it’s very difficult to use Carnivorous Cube for anything other than consuming a resurrected Hadronox, you can also gain a slot by only running one in the deck: it’s also possible to cut one Rotten Applebaum, especially if you include a Tar Creeper. Ferocious Howls are fantastic ways to upgrade your Spellstones and to cycle through your deck – it also gives you something to do on turn 3 when you miss your ramp – so I’d consider those cards core to the deck. Harrison Jones can be cut, but it’s likely not worth it: it’s an excellent tool against Cubelock and Aggro Mage as well with some additional utility against other aggressive decks with weapons as well.

Yellorambo

Luci Kelemen is an avid strategy gamer and writer who has been following Hearthstone ever since its inception. His content has previously appeared on HearthstonePlayers and Tempo/Storm's site.

Check out Yellorambo on Twitter!

Leave a Reply

37 Comments

Discuss This Deck
  1. Wildekardde
    July 9, 2018 at 8:32 PM

    I switched out senjin shieldmasta’s for the iron golemns and they have worked much better for me. Also dealing with lot’s of aggro atm so I think I will try the abomination idea.

  2. Hustino
    June 25, 2018 at 12:45 AM

    can ferocious howl replace branching path and is -1 drake + sleeping dragon a good idea???

    • Macaroon
      June 26, 2018 at 6:17 AM

      most lists now actually run 2x sleepy dragons and 2x primordial drakes, if you want to replace a primordial drake I would run either a tar creeper or a rotten applebaum. Basically cut a primordial drake and Ultimate infestation for 2x sleepy dragons UI is also cut in the more recent versions of this deck. You could also use the 1/5 poisonous taunt instead of a tar creeper if you’re fighting more control.

  3. blood
    June 10, 2018 at 2:08 PM

    i run this deck but with slight changes (i believe i run hunterace version but not sure tho). -1 UI and -1 Tar Creeper, instead you have 2x Ferocius howl. Honestly you dont need UI and it only makes u loose on fatique games. With this version i run i went from rank 3-2 stars to rank 1-3 stars without a single loss. I had some problems then but again went from rank 2-2 stars to legend without a single loss. Good winrate against most decks but looses almost always to big spell mage and shudderwock shaman. Against the quest warrior you cant use witching hour since you will most likely summon the raptors, so when you have 3+ minions on board buff them with branching paths and just go for the face. Hunters will usually get you down to 5hp but on the end you win, against the warlock is almost 100% winrate, just try to mulligan for Naturalize to kill their mountain giant on round 3 or 4 and u even burn one or two of their cards. Anyway deck is really fun but requires some thinking, especially against mirror. GL to everyone!

  4. Laurena Haifa
    June 1, 2018 at 10:25 AM

    Thanks for your write-up on this website. From my own personal experience, many times softening up a photograph may possibly provide the professional photographer with a little an inspired flare. Often however, the soft clouds isn’t precisely what you had in mind and can in many cases spoil a normally good photo, especially if you consider enlarging it.

  5. Lamk4
    June 1, 2018 at 3:56 AM

    Any replacments for hatcher, dragons and oakheart?
    I think that more card draw sould be good, but im not sure which cards would work out
    Thanks

    • Savvy
      June 23, 2018 at 3:44 PM

      oakheart and hatcher are mustttttt includes

  6. Luke
    May 31, 2018 at 7:15 AM

    Wouldn’t suggest crafting this. As the comments state this is such an easy win for those who tech any of the multiple cards aganist it.

  7. Bingbong
    May 24, 2018 at 11:12 AM

    This deck absolutely destroys odd paladin

  8. ZergVolution
    May 24, 2018 at 12:21 AM

    This deck is ez to counter:
    -polymorph
    -hex(the best vs this deck)
    -cornered sentry
    -hungry ettin(the last hope for a stonehill defender) and hope to give them a beast

    -push him hard since start of the game.

    gg

    i don’t know why this deck is good…i never had problem vs this trash deck with my cubelock(and this deck is a counter of cubelock(lol))

    • WildRage
      May 26, 2018 at 10:30 AM

      You were probably facing some inexperienced players. Don’t get me wrong though, this deck is easily countered. You just run a Skulking Geist before they get the chance to play their Hadronox and you’ve forced a concede most of the time. The few players that know how to pilot this deck are probably Legend.

      • ZergVolution
        May 28, 2018 at 5:38 AM

        no,you can pilot well as you want… if some beast on board died you can quit the game cause your witchin hour is “polluted”.

        • WildRage
          May 28, 2018 at 4:07 PM

          You can get lucky with Witching Hour, it’s not as black and white as you make it seem. But point taken.

          • Savvy
            June 23, 2018 at 3:42 PM

            Have you ever played the deck yourself? I beat plenty of poly big mages and 2x hex shudderwocks on my way to legend this season. Deck rewards matchup knowledge and knowing your role in those matchups and what to keep and mull. Sure sometimes ppl skulking geist you, sometimes they still die to oakheart summoning dragon hatcher summoning sleepy dragon. Those tech cards are not auto win cards by any means.

    • narkissos
      May 29, 2018 at 1:04 AM

      before the nerfs cubelock was favored against taunt druid 60%
      after the nerfs cubelock against taunt druid is like 51-52% w/r

      about the hex and the poly . if u use double hour at the same time u have 50% to summon hadronox.
      only geist can punish this deck nop the poly,hex,tinkmaster

      • WildRage
        May 29, 2018 at 12:38 PM

        To be fair, Poly, Hex and Tinkmaster (how even plays Tinkmaster?) DO punish this deck. Geist kills it.

  9. lvzz
    May 23, 2018 at 5:13 PM

    Seriously this is tier 1 deck? lulz

  10. CD001
    May 23, 2018 at 5:39 AM

    This and (odd) Quest Warrior are two of the most boring decks to play against… just saying.

    • Killer Lord
      July 2, 2018 at 4:05 AM

      conclusion, you don’t like taunts

      • CD001
        July 9, 2018 at 4:43 AM

        No, I don’t like decks that are built around the Taunt mechanic; that use bazillions of Taunt creatures to just stall the game until they can hit the “I Win” button. They’re only a little more interactive than Freeze/Waygate mage used to be but you don’t have the option of rushing them down with aggro … because Taunt.

        I’m fine with a couple of Voidlords in Cube/Control Warlock, Tar Creepers in Tempo Rogue, Saronite Chain Gang with Shudderwock or in Zoo lists… even the Lich King in just about everything.

        … but an endless wall of Taunt creatures in classes with lots of armour gain? It’s always going to be a tedious grind of a game … at best.

  11. Gibsby
    April 26, 2018 at 1:12 AM

    I don’t use UI or Harrison and I only use one cube. I rarely encounter anyone using aluneth or skull anymore and don’t find them to be that big of problems. I also have no problems drawing either. My main problems are surviving past turn 5 against aggro which is why I use 2 abominations and 2 rotten applebaums. While I don’t ever have a problem with armor I do take some hp drops with all the aggro decks runnin around and I like more healing options especially when late game happens and the abominations are great clear plus they work really well with naturalize or cube if im desperate to kill some recruits. Also not having my taunt options be more open to something other than ironwood golems when im armorless late game doesn’t hurt either. Just dont use Glutinous Ooze cause oaken summons can draw him out and you’ll lose your weapon killer.

  12. DragonMilker
    April 23, 2018 at 6:04 AM

    That one time you tinkmaster their CCube into a squirrel and they witching hour it will be so satisfying. I think I’m going to build a mage deck that specifically tries to counter this build and cubelock because I’m starting to hate playing against these damnable value-cube decks.

  13. Gore
    April 22, 2018 at 12:09 PM

    this deck is amazing, but nid more early game vs aggro

  14. Brotha22
    April 22, 2018 at 8:58 AM

    something instead of harrison jhones?

    • Lolsiah
      May 13, 2018 at 10:59 PM

      The 5 mana 5/5 ooze that also destroys opponents weopen

  15. That unlucky guy
    April 21, 2018 at 11:33 AM

    >>I play shaman and the enemy just have 1 beast that is hadronox
    >>Hadronox died by neutralize
    >>Random taunt turn into ?
    >>Killed the ?
    >>Trap card witching hour activate
    >>Summon handronox with 50% change
    >>Noproblemrino abracadabra turn into ?
    >>2nd trap activated
    >>33.333333 % freaking hadronox show up
    >>Wtf??
    >Still win using shudderwock
    >>Don’t know which one more op

  16. Romeno
    April 20, 2018 at 7:53 PM

    This deck is OP in my perspective

  17. MrTrenbolone
    April 20, 2018 at 10:16 AM

    Too many times Hadronox won’t been drawn and you’ll die.

    The Master Oakheart version is better for a higher chance to pull Hadronox.

    -2 Oaken Summons
    -2 Ironwood Golem
    -1 Tar Creeper

    +1 Master Oakheart
    +1 Rotten Applebaum
    +1 Wrath
    +2 Starfall

    I also am never able to play UI because my hand is too full. So I have 0 UI and 2 Wrath

    • kkkkkk
      May 17, 2018 at 10:50 AM

      Why you take the golems out they are solid taunts and when you play oakheart 2x tar creepers are very good with him and starfall is just useless if you have primeordial drake

  18. oh no
    April 20, 2018 at 7:49 AM

    So I’m laddering with mind blast priest control and i can tell you that the amount of armor this deck can generate makes it literally impossible for me to pull the combo off without them misplaying.

  19. Godric
    April 20, 2018 at 7:03 AM

    So we finally got rid of jades only to have this oppresing deck?
    this is very frustrating to play against. and no other control deck will have this much value…
    so my question is, how do we counter this?
    and how will the meta not become pulverised again between agro and control?

  20. HolyCrusader
    April 19, 2018 at 5:24 PM

    I encountered this deck twice, had to admitted that this is an amazing build and many thanks for giving such detailed guide !

  21. C0l0rs
    April 19, 2018 at 4:03 PM

    nice guide, I d recommend to write somewhere down, that not only polymorph shuts down hadronox (not only with the hadronox poly, but aswell cause sheeps are beasts) but the same thing can shaman do with hex (also a beast) and warrior can shut witching hour down with cornered sentry (summons 3 1/1 beasts for his opponent, which is you), which has quite a high chance to get out of at least one of the stonehill defenders because it’s a classcard.

    • Romeno
      April 20, 2018 at 7:57 PM

      Yeah. You are right!
      Tinkmaster Overspark is a counter. It dont even need to hit exactly hadronox, It could also hit any other opponents minion so that squirrel or dinosaur are also beasts who can be resurrected with witching hour.

  22. tauntdruid
    April 19, 2018 at 2:09 PM

    A great example of why early-year stats can’t be trusted: this deck is much more efficient than win-% would imply.