Savage Even Druid
Last updated 5 years, 5 months ago by
RavenSunHS
- Even Druid
- Wild
- Ranked
Come closer, I won't Bite, pawmise!
Foreword
This is a branch of an old homebrew Ramp deck, Dream of Medivh. https://outof.cards/hearthstone/decks/7665-dream-of-medivh
At some point that deck became an Even deck, but while that remained a Ramp archetype, this one was shifted towards sheer Tempo.
New Core Cards
- Genn Greymane: other than being a cool guy, the Even setup allows for continuous pinging, good for board dominance against Aggro.
- Savage Striker, Pounce, Bite all synergize very well together and in general with cheap pings: they allow for good burst and/or board control.
- Savage Combatant: Cherry on top of an Even deck. Insane Tempo.
Cards Explanation and Synergies
- Poison Seeds and Spellbreaker are vital against the plethora of Mechs and Taunts and Evoed minions crowding in the meta: use them wisely.
- Branching Paths: this card has always been OP and there is no need to explain it. It offers emergency draw and armor, but it turns into a lethal if you use it as a buff. Either way, this card is a major wincondition.
- Starfire: good removal with a built-in card draw. Its high cost is particularly affordable in a ramp deck. Synergy with Medivh. Notice that it can go to face, and nobody expects you to have such an apparently slow card in your deck.
- Mojomaster Zihi: you wouldn't believe the number of games that she wins you by preventing lategame threats like DK or Mecha'thun, or whatever comes later than turn 6. Just play her wisely.
Mulligan
Main Keepers
- Druid of the Swarm, Savage Striker or plated Beetle against Aggro.
- Spellbreaker against Paladin, Warlock, Priest.
- Eater of Secrets against Mage.
- Savage Striker if you do not know what kind of deck you are going to face.
Secondary Keepers
Once you have secured a main keeper, consider these:
- Mire Keeper if you already have a Darnassus Aspirant and/or if you are against Control.
- Pounce and Swipe against Aggro.
Strategy
- Ramp & Curve during the early game (notice that many cards are multipurpose, so you can choose for the best path every time).
- Don't worry if you can't ramp early. Play on Tempo, control the board with pings: Savage Striker, Pounce, Bite are your best friends at that.
- Use Swipe carefully against aggro, don't rush. It is often worth to ping with hero power for a few turns and let your opponent to build some board that can be fully cleared with a swipe.
- Keep your health far from opponent's lethal burst with taunts and armor.
- At this point you should have either repelled a good amount of your opponent's efforts, and/or you have ramped up quite well. Or, your opponent has been more conservative than you. In any case, TIME TO PRESS ON.
- ALWAYS check for lethal: very often, while playing on Tempo, you are so busy to trade that sometimes you are in reach to finish off your opponent, but you don't realise it.
Remember that many of your defensive cards are also good as burst/finishers: Starfire, Swipe (these two together account for 18 damage total already), and Branching Paths.
There, hope you enjoyed it, and give it a +1
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8- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
Dust Cost
5480
Your Cost
5480
Druid Cards
- 0 Pounce x 2
- 2 Darnassus Aspirant x 2
- 2 Dreamway Guardians x 2
- 2 Druid of the Swarm x 2
- 2 Mark of Y'Shaarj x 2
- 2 Power of the Wild x 2
- 2 Savage Striker x 2
- 3 Swipe x 2
- 4 Bite x 2
- 4 Branching Paths x 2
- 4 Savage Combatant x 2
- 6 Starfire x 2
Neutral Cards
- 2 Hench-Clan Hogsteed x 2
- 2 Manafeeder Panthara x 2
- 4 Maiev Shadowsong x 1
- 6 Genn Greymane x 1
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Comments
Cool deck, any replacement for Branching Paths?
Not really. That is actually one of the most powerful cards of the deck (and of the whole Druid class tbh).
You can probably try with a Mark of Y'Shaarj and/or Mark of Nature and/or a second Hidden Oasis, but it's not going to be the same.