Token Druid (Stormwind Theorycraft)
- Token Druid
- Wild
- Casual
This is a straightforward Token Druid at a moderately good budget. (Only 5 Epics and no Legendaries.) With Gibberling nerfed and new tools coming out for Stormwind, it may be time to see if this archetype can mix in minions again.
Token Druid decks have a simple win condition: Build a wide board, cast buffs on all your minions, and then go face. But that doesn't mean that they're brainless to play. A solid Token Druid deck should provide you with a good deal of flexibility. It can act as an aggro deck at some times, and as a tempo deck at other times. Your job is to figure out what the appropriate approach is at the current moment, based on both your opponent's likely next moves and what your hand will be capable of in the upcoming turns. You can't outrush a true aggro deck, but you can keep generating new minions after they've run out of steam. And you certainly won't out-value a control deck in the long term, but you can pull out their board clears while keeping resources in reserve for a third or fourth swarm that they can't clear.
Every turn, you will have to decide on one of three main goals:
- Increase your count of minions (forcing your opponent to be reactive in trying to clear them)
- Fight for board control (being proactive)
- Buff your minions for a big play
Watch how many minions you have and how easily your opponent can clear them. In the end, everything comes down to having more minions left at the start of a future big turn, so if you can force a trade that leaves your minion alive (even at 1 health) or that clears their minion with your Hero Power, then it's often worth it. But don't underestimate the power of chip damage. Not many of my Token Druid games are won with a single 30-point turn. If you can chip away over a few turns, then buff minions for a "big" turn of 15 face damage, you just need to find another 10 or 15-point turn later. Remember that you'll generate a few swarms over the course of the game, and you can run your opponent out of health or resources over time. Don't be afraid to spend a buff or two to take back board control and leave your minions alive, as long as you see a path to lethal damage later.
A Token Druid's biggest disadvantages are usually card draw and immediate board interaction. The recent spell-based decks had good draw with Fungal Fortunes, but this approach doesn't allow for that. Hopefully Guess the Weight and Composting make up for it. Try to mulligan for a balanced hand (both minions and buffs), knowing that you won't see all of your deck later. As for immediate board interaction, Token Druids often don't have space for much Rush or direct damage. They're powerful as long as they can stick any minions, but if the opponent can keep clearing them then it's hard to take control back. This deck goes harder on the Rush minions than many Token Druids do, but weaker on the direct damage. Hopefully it's enough.
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- 1 Adorable Infestation x 2
- 1 Enchanted Raven x 2
- 1 Sow the Soil x 2
- 1 Vibrant Squirrel x 2
- 2 Composting x 2
- 2 Guess the Weight x 2
- 2 Power of the Wild x 2
- 2 Solar Eclipse x 2
- 2 Thorngrowth Sentries x 2
- 3 Oracle of Elune x 1
- 4 Park Panther x 2
- 4 Pride's Fury x 2
- 5 Arbor Up x 2
- 1 Animated Broomstick x 1
- 3 Hog Rancher x 2
- 5 Ogremancer x 2
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