Token Druid Mulligan Strategy & Guide
VS Fast Decks
Higher Priority (Keep every time)
- Lesser Jasper Spellstone – Early game removal, 2 damage for 1 mana is already a solid way to deal with some of the 1-drops or 2-drops, but if you won’t need it early, you might even be able to upgrade it to 4/6 damage, which makes it an insane single target removal.
- Wild Growth – Ramp is very important – the faster you get to the mid game, the easier it will be to perform your combos or play certain anti-Aggro cads (such as Spreading Plague).
- Oaken Summons – While it’s obviously better with Wild Growth, you want to keep it by itself too. For 4 mana, you get 6 Armor + either Ironwood Golem (Taunt) or Violet Teacher (solid body that your opponent needs to deal with).
Lower Priority (Keep only if certain conditions are met)
- Swipe – Against Paladin. Dealing with their 1 health minions before mid game is very important, so they can’t capitalize in cards such as Sunkeeper Tarim or Level Up!.
- Spreading Plague – Against a board flood deck such as different Paladin builds, or in the mirror. It can destroy boards full of small minions.
VS Slow Decks
Higher Priority (Keep every time)
- Wild Growth – Ramp is by far the most important thing in slow matchups.
- Oaken Summons – Great Turn 4 play – it gives you a solid body and some Armor, while thinning your deck a little.
- Nourish – You want to get a lot of mana as soon as possible. Most of your combos are expensive, and the longer you wait, the higher the chance is that your opponent will have a way to answer them. Nourish can seem slow, but you still want it.
Lower Priority (Keep only if certain conditions are met)
- Malfurion the Pestilent – With ramp. Trust me, getting that upgraded Hero Power out early is a great way to win in some matchups. Since you’ll be pushing most of the time, 3 damage per turn is massive.
Token Druid Play Strategy
Vs Aggro
Your game plan against Aggro isn’t different than with any other Midrange/Control deck. You basically need to survive and either stabilize board with Taunts / your health with Armor gain OR run them out of resources, whatever happens first. Sometimes you might get a surprise lethal, but I’ll talk about that later.
In faster matchups, you will play reactively throughout most of the match. You want to control the board as well as you can. You basically try to clear whatever they play and not take too much damage. Taking SOME damage is really fine – the deck has a few ways to regain health. Removing minions is important. Later in the game you might be able to punish your opponent for flooding the board with small stuff (Spreading Plague), but not early – if you don’t clear then you might just die very quickly.
The deck is very low on the actual minions – it has only 5 in the entire deck. However, they’re all pretty good against Aggro. Ironwood Golem has a Taunt, so it might be hard to get past on Turn 4. Violet Teacher has a sort of soft Taunt – your opponent can ignore it, but he might get punished really hard for doing that. And finally, Arcane Tyrant can get dropped for 0 mana from Turn 5 onwards if you play an expensive spell on the same turn (so it’s a high tempo move).
The real game vs Aggro starts past Turn 6. Now instead of desperately trying to clear everything, you can make some proactive plays. For example, Wispering Woods + Power of the Wild, depending on how many cards you have in your hand, it can be a nice board fill and a way to get some great trades. Spreading Plague is even better – against a board full of small minions, the card is nuts and often wins you the game on the spot. Given that it’s unlikely that your opponent will clear more than one or maybe two 1/5’s right away, next turn you can buff them with Power of the Wild or Branching Paths to get some great trades, or even set up a reverse lethal. It’s not very common, but you can win some games vs Aggro deck like that. For example, 4x 1/5 with Savage Roar and Branching Paths (+2 Attack) is 22 damage – and that’s A LOT.
Malfurion the Pestilent also helps greatly in those faster matchups. You nearly always want to go for the two 1/5 Taunts, because that’s 15 health gain in total, assuming your opponent has to get through them with minions. On top of that, depending on how much health you have, you can use your Hero Power as the 3 damage removal or 3 health gain every turn. The armor part is usually better, but being able to remove a threat or even start pushing damage once you’re absolutely out of their burn range is also a nice touch.
Ultimate Infestation is often a way to close out the game. Not only you get 5 Armor (so you might escape lethal), a 5/5 minion, but you also clear something and draw a bunch of cards. Between your current hand, and the cards you draw, there is a very high chance to get Arcane Tyrant (a free 4/4), and more removals or life gain. Or even a way to kill your opponent next turn.
Armor gain is a very important part of the deck in those fast matchups. Just remember to prioritize removal over Armor gain. Unless you’re desperately low and you absolutely need to get Armor that turn, you want to remove the board first, because it saves you more life in the long run. For example, let’s say that your opponent has a Kirin Tor Mage on the board and you can clear it with Jasper Spellstone. If you decide to go for the Armor this turn (let’s say Branching Paths) – you get 12 and then the 4/3 hits you for 4, resulting in 8 net gain. On the other hand, if you clear that minion first and then gain Armor next turn, you didn’t take the extra 4 damage. So Armor gain should come LAST after you’ve stabilized (or, like I’ve said, if you need to play it in order to survive). Between 2x Branching Paths, 2x Oaken Summons, Malfurion the Pestilent and 2x Ultimate Infestation, the deck runs enough Armor to outlast any aggressive deck, as long as they don’t overwhelm you on the board, that is. It makes this deck especially good against “burn” or “face” decks such as Face Hunter / Tempo Mage.
Vs Control
When playing against slower decks, all of the defensive tools you have are slightly pointless. Or rather, they might come handy sometimes, but you won’t win a game thanks to them. Against a fast deck, you win if you don’t die – games vs Control aren’t that easy. This time around, you’re the beatdown and you want to kill them before they run YOU out of resources. But how do you exactly kill a slower deck with almost no minions? Well, the deck is called “Token” Druid for a reason – it can generate a lot of small tokens that you can then buff.
The most important part of your game plan is actually ramp. Your combos are quite costly and if you needed to wait until Turn 8+ to play them normally, it would be way too slow and an average slow deck would just outtempo you. That’s why Wild Growth and Nourish are so good – ramping up means that you can perform the combos quicker and there is a lower chance that your opponent has found something to pressure you with, a big Taunt or a board clear.
The general idea behind this deck is to stack a big board of tokens, and then kill your opponent with a mix of different buffs – Power of the Wild, Savage Roar and Branching Paths. You have a few ways to generate those tokens in the first place. The most basic and simplest one is Wispering Woods. If you’re holding at least seven cards, it creates a board with seven 1/1’s, although even 5-6 is usually good enough. Alternative ways include Violet Teacher + cheap spells and Spreading Plague. However, it’s hard to pull off multiple Violet Teacher procs in a single turn because of the mana limitations, and Spreading Plague is hard to set up vs slow decks.
But just playing a bunch of Tokens basically means that your whole game plan crumbles upon a single board clear. Well, you don’t want to make it THAT easy for your opponent. Whenever you can, you want to combine a big board of tokens with Soul of the Forest. The card means that if your opponent plays a single board clear, he will just buff your board. Given how much damage you can pull off with Savage Roar and such, playing Wispering Woods + Soul of the Forest is like putting your opponent in check – if he doesn’t clear both the 1/1 tokens and then the 2/2’s, he loses the game.
Of course, since the deck has only a few ways to fill the board with minions, it means that it’s really vulnerable to decks with multiple ways to clear the board. For example, Even Warlock is a bad matchup. Although it does not run Lord Godfrey like Cube/Control builds, Defile and Hellfire are still painful, and most of the builds use Dread Infernal on top of that. Similarly, Control Priest (or more recently, Quest Priest) can be a bad matchup if they draw their removals – between Wild Pyromancer, Duskbreaker and Primordial Drake it’s hard to stick anything, and Psychic Scream just destroys you. The deck works much better against builds with a lower amount of board clears, or with board clears expensive enough that it’s hard to combine two on the same turn. For example, it works surprisingly well against Big Spell Mage – the only way for them to clear that board is 2x Dragon's Fury, because of how expensive the deck’s AoE spells are.
Alternatively, Malfurion the Pestilent is actually another way to close out the game if you can get some chip damage here and there. If you turn into the DK Hero early, you might be able to deal 3 damage per turn, every turn. Between that and constantly putting pressure by flooding the board, some of the slower decks might crumble. After you get them low enough, just finish the game with a mix of Hero Power and Swipe or even Ultimate Infestation after they Taunt up.
Token Druid Card Substitutions
Midrange Token Druid deck is a relatively inexpensive deck, but nearly every card it runs is important. Here’s a quick rundown of the Epic & Legendary cards with their role and whether they can be replaced or not:
- Malfurion the Pestilent – Technically, he’s not an important part of the deck’s game plan, but it’s just a very good card in general, which fits into this build. Against Aggro, it’s a very good defensive card, and against slower decks, it’s a way to create some tokens + way to push damage every turn. You can replace it, but your win rate will drop down. You can try Wrath, Greedy Sprite or Living Mana. Alternatively, use some tech card, such as Acidic Swamp Ooze (another weapon removal is also fine), or Spellbreaker.
- Branching Paths – Can’t be replaced. Against Aggro, it’s a way to gain armor after you’ve stabilized, and against Control you can use it to draw your combo pieces quicker or as a supplementary Savage Roar.
- Wispering Woods – Basically one of the most important cards in your deck in slow matchups, setting up the Wispering Woods + Soul of the Forest for 8 mana is often your best way to win some matchups.
- Arcane Tyrant – Another good way to get some extra tempo, but not absolutely necessary. Use the same replacements I’ve listed next to Malfurion the Pestilent.
- Ultimate Infestation – You want to play it in every single slower Druid deck – there is no point to not run it. In case of this build, you run out of cards quite quickly + you want to get deeper into your deck to find the right pieces. You COULD try some other card draw if you don’t have it, but you should really just craft it if you want to play Druid.
Could I replace whispering woods with living mana? it has a bigger draw back but has almost the same impact
I would say no because a strong combo of the deck is wispering woods into soul of the forest which you cannot do with living mana because it destroys 7 of your mana crystals leaving only 3 left
dunno if this deck is really inconsitant or ladder is,yesterday i basically lost like 15 games in a row, and today iam 9-1
deck only for highrollers… if you are not one don’t even try it you will lose even to the easiest possible opponent… and i am rank 3…
Can anyone give me guidance on the Miracle and Odd Rogue match ups? Token is supposedly favored in these, but I am 0-4 vs Rogue so far this season. Miracle has typically puts up a huge t5 Edwin that I can’t do anything with (last game was a 16/16…), and odd goes something like t1 argent squire, t2 coldblood, t3 henchclan, and it’s over at that point. Is token really favored in these match ups? I understand that once I go wide Odd has no counter, but they are usually too fast to get a board going before I’m dead. Am I just unlucky so far? I’m definitely not great with the deck (have played about 25 games with it so far), the stats just seem to be off. Do you like queuing into Rogue? I’m not going to get very far with this deck if I continue to lose games in which I’m favored. Any help would be appreciated or links to any videos or anything. This has been around ranks 4 and 5 so far this month. HELP!! 🙂
I seem to have figured out the Rogue match ups (or my luck has just evened out). Now, I need to figure out the Mirror and the Taunt Druid matches. So far about 40 games in and my lowest winning % is against other Druids at 1-6. Not good. Taunt crushes me and I def am still learning the ins and outs of the mirror. I have learned the hard way, don’t go wide first cause then you just get a wall of taunts in your face. Not sure what best approach is. As for taunt, it’s supposedly and even match-up, but I find myself conceding pretty quickly against a wall of giant taunts. Oakheart is broken.
Against the mirror, just never play the combo, or else you get spreading plagued soul of the forested.
i dont think low rank players can play this deck so dont try
It’s true. I play this deck only when I reach rank 10… It’s hard to play any combo deck below that point.
Got a win against odd paladin so it cant be all bad
I had to come here just to say how trash this deck is. Can’t get passed rank 20 with this crap and cant make any other decks.
Lmao rank 20. You can get out with any hunter deck then use this deck to climb higher
I hit legend a couple of weeks ago for the 1st time with this deck. Played it from rank 10
Basically you just suck at hearthstone. I’m top 500 EU with this deck at hit legend in the first week of this season and everyone else is having success with it too.
Hi!
How about add Cenarius?
you cant really use him in any one turn combos, but you might find a way for him to be useful
hello i was thinking about what the possible sub would be for arcane tyrant? lich king leeroy was my first option but i would like more opinions 😀 tnx
For all the people saying this deck is garbage it’s not I am currently rank 5 with a budget version of this deck.
Do not craft/play this deck. This is not meta deck for sure. It loses against every deck in current meta. The only favorable matches are against another Token or Hunters. Very poor winrate.
Seriously. I was dumb enough to try this, when I desperately needed to pull Ironwood Giants because there are no lower level minions to stop the rush, it kept pulling out Violet Teachers. What in the hell.
Nah
This is not a control deck is a beat down. You don’t stop the rush you just race the dmg
Currently 24-8, at rank 3 so maybe you just bad.
Bad deck this can lose all matchup i waste a lot of dust for this
I think ur just bad
Nope, it really is a terrible deck.
It’s not horrible.
Nope. The deck isn’t as easy as something like odd pally but it is good. Maybe you should play a more straightforward deck…
Am I the only one that thinks this is the new deck to beat?
Like, the boards these deck can constantly generate. Every turn is lethal unless you have an answer to a ridicoulus board they they’ll only replace with a very similar board the turn after.
I’ve been playing this for three days at rank 9 to 6 casually, I’m about to hit 5 and I’ve only lost three times (once against Warrior, one against Tempo Mage and another against a Control Warlock that played Defile after Defile after Godfrey.
For anyone who’se playing this deck, I’d recommend opting out Ironwood Golem for one Living Mana. In most matches you’ll draw all targets for Oaken Summons before you draw into your second one anyway and one extra way to generate an impossible board is amazing. Plus, Living Mana has an effect that works in your favor similarly to Soul of the Forest. Your opponent is discouraged to kill your tokens because with each one dieing you replenish your mana. And it doesn’t work as a drawback for you because you’ll play Living Mana on turn 9-10 where you can toss a Savage Roar and win for 30 damage anyway.
Update: Also lost to a Priest. Mass Dispelled my Living Mana on turn 4 (I was 7 mana Wild Growth + Nourish), then tossed a Duskbreaker.
You can add Combo Priest to the “bad matches” for this deck. Probably the worst match up ’cause he doesn’t have to spend many resources to play around your Soul of the Forest combo or your Living Mana.
I was also thinking of opting out an Ironwood Golem or Nourish for Corrosive Sludge. Weapon removal is key in this current meta, it can save your a$$ versus Cubelock, any warrior deck, odd pali, and many rogue archetypes. I think sacrificing the nourish is well worth it! I am currently Rank 2 with this deck going on legend.
Sorry not Nourish, I meant Wild Growth
dont include spellbreaker it will get recruited from oaken summon
i saw many times against me this deck… i can tell you this deck is pure trash. Tier 1? lol really?????????
What deck were you playing though
Which you consider better this midrange token druid or spiteful druid?
This after the spiteful nerf.
If you want to play a deck like spiteful someone solved Kathrena hunter by adding Keleseth instead of the secret package and it might be a borderline top 5 deck now.
I made the deck and worst match ups are warlock/defile combo
This deck brought me from rank 10 to get to 5 for the first time ever. It works super well, and is fun while doing so! Definitely try this one out.
7-1 So far SeemsGood
Good job! 😀
What do you think of this adjustment, subbing one Whispering Woods for an Injured Blademaster? I usually use at least one Soul Of The Forest when I commit with my Violet Teacher because I know they don’t have the clear for it. If Whispering Woods is used without Soul Of The Forest I think the card is incredibly weak. Injured Blademaster is a crazy pull on turn four, I know sometimes you need the Violet Teacher or Ironwood Golem pull, but I feel like the risk is worth it in a lot of matchups since the meta is not as aggressive from what I see. I’m at rank 5 currently, climbed to five again this season with a similar decklist to this guide. Thoughts?
I have absolutely no idea why everyone here in the comments is blaming the deck, i am at rank 1 right now and i am doing amazing with it, i still haven’t lost a game after 12 played . It seems a very strong of a deck to me.
i’m at 8 wins and 9 defeats in rank 5 🙁
Well… maybe that isn’t the deck’s fault.
Do not craft anything for this deck. It is honestly the worst “serious” deck I’ve ever played. It loses to everything to literally every meta deck. I have no idea why this is listed as a top tier deck. Complete waste.
There are multiple version of this deck.
I definitely think that this one isn’t the best too, but the description is fairly complete…
Take a look at the other token list for competitive play.
Do you have a link? I’ve taken out the 2 Living Mana and added 2 Arcane Tyrant, performs much better. I’ve been thinking of adding Sea Giants, some silence, or even a Wrath to take care of the constant board clears and taunts. Any thoughts?
Correct, autlosses to any aggro and specially to retard spellhunters populating again the half of the brainless playerpolpulation
Spell hunter is quite an easy matchup for wisp druid if u can react properly to his spellstone and play carefully around traps, i am 7/2 currently against spell hunter
Are you for real? I play it in mid legend and I have a winrate of 62%. The only hard matchups are priest and warrior and no1 plays warrior these days.
this deck is totally useless…too slow for aggro…too weak for control…
I completely agree. I got to rank 4 with Spiteful Druid and wanted to try out something new. No taunts, little removal… I’ve won 2/12 games. I’m dying turn 5-6 every time. Waste of dust to craft Living Mana.
@Mill Armstrong – Yes that kind of deck is called midrange.
And btw I have over 65% winrate with it, i think it has place in current meta.
I made 1 adjustment thow:
-2 Living Mana
+2 Arcane Tyrant
I think living mana is too aggro for this deck(it was very good in aggro druid – year of mammot kac meta, but the diffrence is you have turn 5 with full hand now and making it unplayable for couple of turns – you have no mana – and its to hard for you to make your savage roar combo)
With Arcane Tyrant you can make your big no board impact turn better and gain some tempo.
Funny you should say that, I also made that adjustment and it performed better for sure. There is still a lot of difficulty, since taunts and board clears pose a significant threat and are so common in this meta. I’ve been thinking about adding a Wrath or maybe some Sea Giants instead of Power of the Wild. Any thoughts?
I think Wrath is very good early game board control card and it would be staple of this deck(and Druid in general) in more aggresive meta (previous meta for example). However now when meta is a little bit slower, i think wrath is a mediocre card(less low health minions) and it cannot give you same value as before(clear a dude, draw a card or clear a minion in early game).
On the other side Power of the Wild can offer great value with Violet Teacher and it can force that early pressure that can sometimes even bring you victory(you are more often aggresive deck in this meta that in previous). It also forces your opponent to use AOEs spells, so you can pull off your Wisp/Soul of Forest combo easier.
Power of the Wild can also give you more damage when playing your main combo.
Regarding Sea Giant I dont see how you can fit it in this deck. You can not play it when you wisp combo(you usually play 7 wisps – no place on board; you want to back it up with soul of forest – it costs 8 mana – no mana for sea giant even if you have 6 minions on board and next turn you want that leathal with attack gain so no place for Giant again)
It can be only played vs aggro(matchups that you can easily win with armor gain and you need all your mana for ramp), or with violet teacher in which case it would be better to use mana for spells and ramp again. So I dont find a place for Giant in this deck.
Regarding Taunts you just need to be very aggresive and ramp up very quickly before they can start droping big taunts. I have positive winrate vs both Taunt Druid and Odd Quest Warrior(but its very even matchup – a little above 50% winrate). You just need to push as quickly as possible and combine that with ramp and their decks can turn out to be too slow.
The biggest problem comes with board clears and taunts so Quest Warrior(not odd one), Control Warlocks etc. are nightmares to deal with(around 25%-30% winrate).
But anyway no deck is good vs everything and it has some counters so you just need to pray for good matchups.
I have played 106 games with this deck now and have a negative winrate… idk why i crafted malfurion and UI for this shit
deck may not be in a good spot but don’t grumble about your crafts. Malfurion and UI are staples in every druid deck. 2 of the most powerful cards in the game.
I am pretty sure that its you that can’t play well, so blame yourself not the deck. Find ways to improve instead of whining
It talks about Violet Teacher but I don’t see it listed in the deck? Can anyone enlighten me? Also the purpose of crazed alch seems a bit niche, summon spam with crypt lord f/b a health/attk swap is great but seems too rare to merit the card being in the deck
Cryptlord and Crazed Alchemist can be swapped with Violet Teacher.
Or Primordial Drake
If you don’t have the 2 legendaries, Malfurion and Staghelm, then 2 Arcane Giants will work great in their place. This deck has 18 spells. You can easily drop both Giants for 0 mana each.
The lack of draw in this deck is causing me some issues. If I am not able to take my opponent out because they can keep the board controlled / cleared, I have nothing 7+.
Drew out Warlock’s clear cards then popped crystals filling the board. He clears again with a minion. Dropped some top minions waiting to buff them next round and he’s able to clear them again.
I was doing really well with this deck until this has happened. I think the deck is great, but I just wish I was able to sustain a bit more if I don’t get lucky beginning draws.
Any help would be much obliged.
how about hadronox? summon all taunt minions back then boost them with strongshell scavenger
That’s way too greedy/late game heavy for this deck.
But it does get sustained by Bonemare>Hadronox.
try it and you´ll know what it’s all about.
Is there any merit to completely cutting Nourish or maybe only running 1 with the inclusion of double Ultimate Infestation?
No, Nourish is even more powerfull with UF because now you almost always ramp with it.
i have only enough dust to craft either fanderal or malfurion, which one would people recommend i craft?
Malfurion because Fandral rotates soon
What can i replace for fanderal? never really got around to crafting him but is he worth it?
Yes, he makes the deck a lot better. He has improved my winrate a lot. I absolutely recommend crafting him.
Yes it’s a really worthy craft.
If you don´t have enough dust,try substituting it for arcane giants.
If you’re worried about 2018 rotation,leaving Fandral in wild: Craft Malfurion
Isn’t cenarius a really good inclusion in this deck due to a relatively slow meta, and it’s synergy with both taunt and board buff?
You forgot to add the card replacements, It would really help.
I like the version of this deck without Violet Teacher: http://www.hearthstonetopdecks.com/decks/kolentos-kft-midrange-bonemare-plague-druid/
i fell like saronite chain gank is good in this deck should i try to include it?
I don’t have Fandral and I like your suggestion so I’m going to replace him with Saronite. I think it’ll be an ‘OK’ replacement
Giving up Fandral for an early taunt sounds like a bad idea