Fatigue Druid Card Choices
Essentially, this Druid deck relies on the same shell that all of the class’ already viable options do, utilizing the heavy ramp, armor gain and stall tools at its disposal. The difference here is an emphasis on cycling options while minimizing minion presence as much as possible in order to make it easier to fulfill the win condition of Mecha’thun, meaning almost every single one of them are castable on an empty board.
Since some of these cards are fairly expensive – and are still required to beat your aggressive opponents, Twig of the World Tree is a flexible option to generate a 20 mana turn at some point or even serve as an Innervate replacement in a pinch, especially when you’re getting ready to finish off the game. Keep in mind that Mecha’thun’s Deathrattle doesn’t check for a weapon, meaning it isn’t necessary to use up the weapon before going in for the kill. The deck also packs double Starfire to give you a decent chunk of burn as well alongside the Swipes and the Ultimate Infestations, which can be a useful tool against more aggressive Warlock decks that heavily utilize their health as a resource.
Fatigue Druid Mulligan Strategy & Guide
VS Fast Decks
Higher Priority (Keep every time)
- Wild Growth – Ever since the early days of Hearthstone, playing this card on Turn 2 was the hallmark of excellent Druid players, and that still applies: being able to cast your expensive spells earlier than you should be able to is a huge deal in this game.
- Lesser Jasper Spellstone – Cheap and effective removal that can help you stop snowball-y cards like Hench-Clan Thug and other nast early-game minions that might bother you on the way to ten mana.
- Swipe – Since this is your premiere answer to a wide board (at least until Spreading Plague becomes castable), it’s well-worth keeping around against opponents that try to kill you as quickly as possible.
Lower Priority (Keep only if certain conditions are met)
- Spreading Plague – If you can get to it quickly, this can be a complete shutdown in and of itself against aggressive decks – however, it isn’t enough to stabilize by itself, so you probably only want to keep it with heavy ramp and redraw options already in hand.
- Malfurion the Pestilent – You certainly want to begin the cycle of decay against aggressive opponents as quickly as possible: again, it’s only worth keeping if you’re confident you can cast it on a prohibitively early turn.
VS Slow Decks
Higher Priority (Keep every time)
- Wild Growth – Again, having more mana than your opponent is a pretty big deal in this game.Nourish – Depending on the matchup and your hand, both options are viable with this card, and you will definitely be happy to have it available to you on five mana against control decks.
- Twig of the World Tree – It’s a greedy keep, but setting up your 20-mana turn early on is very useful, and it’s a viable option against opponents that don’t generate a lot of pressure.
Lower Priority (Keep only if certain conditions are met)
- Naturalize – if you expect a key early threat like Even Warlock’s Mountain Giant, this is worth keeping – otherwise, look for ramp and cycle.Malfurion the Pestilent – If you’ve got your ramp and re-draw set, being able to upgrade your hero power early on might be a consideration against control decks as well.
- Biology Project – This is very much deck-dependent: some opponents might be able to make better use of the extra mana than you would, so apply discretion when using this one on a very early turn.
- Ultimate Infestation – If you’ve got enough ramp behind it, this is a monster card before turn 10, and drawing five cards in a deck that really wants to reach fatigue is a pretty sweet option to have.
Fatigue Druid Play Strategy
VS Aggro Decks
This is not the time for the mecha-tentacles: your goal is to survive every wave until your opponent is completely exhausted and quits the game in frustration. If you’ve played any of the popular Druid decks in The Witchwood meta, you should be familiar with the basics: Malfurion the Pestilent and a well-timed Spreading Plague can be game-winning on their own, and you’ll have more than enough armor gain to outlast the first set of minions until you blow your opponent out with the aforementioned tools or an Ultimate Infestation. Once they get low on cards, they will not be able to generate enough pressure on you, at which point the game simply becomes a formality – and if they go low enough via Life Tap or weapon usage, you also have burn options to consider.
VS Control Decks
Your goal here is to cycle through your deck as quickly as possible and win with a three-card combo of Mecha’thun, Innervate and Naturalize. You’ll have to get rid of the minions summoned by the Death Knight, Spreading Plague and the two Ultimate Infestations. You should be able to push back against any pressure generated by slower decks – the real issue is Skulking Geist, which, alongside a Silence or a transformation effect like Polymorph, can completely neutralize your plan. This should incentivize you to take risks and even overdrawing multiple cards against decks that likely run this tech option in order to beat them to the punch – since so many of your cards re-draw, it is close to impossible to go for a fatigue plan.
Fatigue Druid Card Substitutions
You can discuss general substitution strategy here, or discuss why certain cards are completely irreplaceable here. Below you can list which cards can be replaced more reliably.
- Biology Project – Since you don’t have the kind of big-bomb endgame finishers for a lot of mana like Taunt Druid or Malygos Druid, this card might not be worthwhile in this deck as your opponents could potentially make better use of the extra Mana Crystals than you – it will take a bit of experimentation to figure out how viable it is.
- Wrath – It’s a decent anti-aggro card with a cycle option, but it isn’t an auto-include at this point in most Druid decks and it could be cut from this one as well in some cases.
- Hemet, Jungle Hunter – Though essentially every sub-3 cost card in the deck is a cycle spell, you might want to consider this jolly fella as an option once you’ve got your Innervates and Naturalizes in hand to make the journey to fatigue even faster. It also helps you to find your best anti-aggro tools, though a move like that could easily backfire against those decks due to fatigue considerations.
- Malygos – It’s not like your opponents are going to let this card live! Replacing the aforementioned cards (or Ferocious Howl) with Moonfires could make this an interesting take on the existing Malygos Druid archetype instead of its own unique entity without losing a lot of its potential.
I wanna give mechathun a try but about this list i got 2 questions.
1) Why u run 2 UI? If both are in the last 4-5 Cards of the Deck u fatigue for around 15.
2) Why u run innervate? U can Combo with biology too. On average u draw 1 off them in the lategame anyway where it has no value at all
2 UI is just for faster cycle. Maybe it backfires occasionally but most of the time you’ll probably want to use both to burn your deck as fast as possible. It’s a theorycraft anyway so maybe 1 UI will be better in practice.
I don’t think you can combo with Biology project since you can’t have 11 mana.
I don’t like this list. Having Mecha’Thun as your only win condition means you actually have to play every single card of your deck. You don’t really want to burn cards because you could end up burning Mecha’Thun. Playing two UIs efficiently is gonna be hard.
maybe add floop instead of second indestation, because it is really hard to use the second one in general
What about floop and then just play him and starfire him as last 2 cards? No loss to geist that way. I’m gonna try it. Gain a ton of armor, add doomsayers for delay, and rapid draw then win, i think this will be tier 3 at least.
What I don’t like about this deck is that if it becomes meta for some reason it’s very easy to counter. The new warlock card that changes a minion into a demon, mage’s secrets and stuff like that can totally ruin this deck.
That’s true of virtually any combo deck though – it’s one of the reasons why Dirty Rat was such a popular tech choice. I’ve been scuppered using OTK Malygos Miracle decks by things like Ice Block, Dirty Rat or even, occasionally, Gnomeferatu … not to mention having part of the combo burnt by Coldlight Oracle or Naturalize.
On the flip side, you can pretty much sit back and enjoy a guaranteed win against most Control decks.
Combo decks often wander into “glass cannon” territory.
Oh – and that bloody Skulking Geist!
So, since there are only 3 new Boomsday project cards in this deck, I thought I would test it out with some Casual games. I figured this deck would be a joke, I would play 5 games and lose them all, and post it on this website. I swapped out 2x Biology Project for 1x Wrath and 1x Greedy Sprite, and queued into a game.
I started out in Casual against an Odd Paladin. I won because Spreading Plague and Swipe are good cards. I then proceeded to beat an Odd Hunter, but it was close and I didn’t like the Starfires in the deck. Starfire is in Malygos Druid to provide a little extra burn, but in this stall-focused deck, it seemed like I kept just Starfiring face to draw a card, so I decided to swap out 2x Starfire, 1x Wrath, and 1x Starfall for one of Druid’s best stall packages, 2x Oaken Summons and 2x Ironwood Golem.
I then handily beat some kind of Murloc Warlock (remember, this was still in Casual) and matched up against a spiteful priest. This is a hard matchup for Druid in general, but I managed to reach Fatigue, had no minions on the board, the combo in my hand…and then I realized UI was the second-to-last card in my deck. Since I was low on health, there was no way I could cast the UI without killing myself, so I conceded the game.
I decided it would be best to take out the second UI and put in the Wrath I had taken out earlier, for more cycle to find the one copy of UI. After beating another Odd Paladin, I was tired of the aggro decks in Casual and switched to Ranked to hopefully be able to pull off the Mecha-Thun combo one time.
In Ranked, at rank 9, I played a Midrange Hunter and won. After subsequently beating an Inner Fire Priest, a Tempo Mage, and a Zoolock without using my Mecha’Thun combo at all, and getting to rank 7 (rank 7!) with just the Druid shell, I finally played a Control Warlock. Despite the close call of having my one UI be the fourth-to-last card in my deck, I actually managed to play my Ultrasaur, Innervate, Naturalize, and concede with no cards in hand, deck, or battlefield. Finally.
So this deck is better than I originally thought, although probably any sort of Combo, Value, or deck that runs Demonic Project will destroy it. My changes were: -2 Starfire -1 Ultimate Infestation -1 Starfall +2 Oaken Summons +2 Ironwood Golem. And that’s how I managed to climb 2 ranks with Mecha’Thun Druid before Mecha’Thun was even released.
(BTW I swapped Mecha’Thun with Ultrasaur, if that wasn’t clear).
The problem is that you didn’t encounter 80% zoo warlocks in the new meta 🙂
I think the second UI makes sens. I would even go deeper with it and add the new juicy psychmelon 4 mana card that draws ur 10 drop.
Why? Because once u have drawn ur full combo, mechatun innervate naturalize, it’s in ur best interest to go as fast as possible in your fatigue plan. And this is best done by burning litterally the rest of ur deck, so u dont have to spend the mana to play these cards.
If u burn spreading plagues and malfurion, u dont have to get rid of these 1/5 taunts urself too, because ur opponent might never play a minion for you to trade these in once he understands you’re playing mechatun.
This makes this deck the first deck where you want to burn your own cards. It’s so interesting 😉
What if u swap 1 UI with Deathwing for 20mana turn? So you can get rid of your handcards.
Ah never mind. Then deathwing is in the way for win ?
If you end up with Deathwing and Mecha’thun in hand at the same time you are screwed.
lol sad meme deck…you will be able to do this combo 1 time on 20 games so this is good for declimb like a crayfish very well.
Seems like a good deck idea. The only thing I would change would be to take out an UI. I rarely see two of those being played in decks these days, and I think there is already enough draw from the rest of the cards. You also might get unlucky and the card may be down towards the bottom of your deck, and when you play it you start fatiguing too much.
A neat idea that I thought could improve this deck a lot is to include Flobbidinous Floop, (in place of an UI). This gives you more flexibility on how you can pull of your combo. Since the only other minion in your deck would be the Mecha’thun, you can play Mecha’thun whenever you want as long as you have Floop in your hand, and not worry about it since now you have a 4 mana Mecha’thun in your hand. This would allow you to pull of the combo with different cards. You could play the 4 mana Mecha’thun and kill it with Starfire, Jasper Spellstone, or Starfall. Now you don’t have to worry about your Naturalizes get destroyed by Skulking Geist, which would ruin your combo.
Just an idea. Let me know what you think.
having 2 UIs is for consistency, you often arent going to play the second UI but you really need to draw the first one, also if you already have the combo you really don’t care about burning cards since you would have to expend them later. Floop is a good idea though since your only other minion is mechathun, id also maybe add twig as 20 mana turns are insane even if youre not comboing.
I don’t like ultimate infestation witch mecha’thun, too hard to use it on late game
If you’re going for a Mecha’thun win condition, how are you going to get rid of the 2nd UI without killing yourself? In a perfect world, I guess the 2nd UI woudln’t be on the bottom 5 of your deck. But how often have you ever played 2 UIs in one game? It’s very rare. Seems like you could be burning cards and hoping you don’t lose a combo piece or cursing because your UI is one of your last cards and it’s going to do a ton of damage to yourself. Maybe 1 UI?
Under the “Mulligan Strategy and Guid vs Fast Decks” it says to keep Hench-Clan Thug which isn’t in the decklist.
He was referring to the card, it’s not part of the mulligan.