What's Yours Is Now Mine
- Togwaggle Druid
- Wild
- Fun
Let me start out by saying this isn't an original deck by me. This deck belongs to Kripp and here's the video of him showing it off: https://www.youtube.com/watch?v=RBzNUF74X2A
I've made a few changes because of the Druid nerfs that hit about a ~year ago. Mainly just the inclusion of an additional Innervate and I added Juicy Psychmelon to help draw the combo early on.
I'm sure most of you have heard of this deck or have at least ran into it at least once when it was in it's heyday, if you played Wild that is. The basic run down of this deck is that it's filled with stall and taunt cards to hold out until you get to the combo. You activate the combo and viola, you now have your opponents deck while your opponent has either no deck, or very few cards remaining.
This is the combo, these are cards you DO NOT PLAY UNTIL YOU HAVE ALL OF THEM: Aviana, Innervate, Kun the Forgotten King, King Togwaggle, then Azalina Soulthief in that exact order. The result from this combo is that you will have stone your opponents deck. They will most like play King's Ransom in order to get it back. Luckily, Azalina Soulthief gave you a copy of King's Ransom in the combo, so you play your copy and take the deck back again. Once you've done the combo a few times you'll get the jist of how this deck works.
You may have noticed that this deck has two copies of Innervate you are free to play only ONE, unless you have the coin, you need that extra mana in order for the combo to work.
For the mulligan, you're looking for Lesser Jasper Spellstone, Juicy Psychmelon, Wrath, Oaken Summons, and Greedy Sprite.
The goal of the early game is to play Juicy Psychmelon and I'll explain why further down. Other than that you're main goal is just to stabilize, stall, and draw.
The mid-game is where things get a bit tricky, depending on how well your Spellstone are doing you can use them on bigger minions if you have to. Oaken Summons does a good job of pulling out Ironwood Golem to help stall, put a taunt on board, and gain armor. If they start to snowball with more minions you can use the Poison Seeds and Spreading Plague combo for a lot of stall. Then of course Malfurion the Pestilent for 5 more health and two more taunt minions. The late game is just like this as well, taunt and armor up as much as you can until you get the combo in hand.
Once you have the combo in hand and you think you can last long enough, go ahead and just draw cards like crazy. The cards in your deck do not matter anymore. Play Ultimate Infestation freely even if you have 10 cards in your hand, it gets you a 5/5 and some armor. Whenever you decide to play the combo, watch as your opponent slowly runs out of resources.
Edit: Took out Greedy Sprite for Branching Paths, the extra armor helps stall out the game longer.
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1- 00
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- 07+
- 0 Innervate x 2
- 1 Lesser Jasper Spellstone x 2
- 2 Wrath x 2
- 3 Ferocious Howl x 2
- 3 Swipe x 2
- 4 Branching Paths x 2
- 4 Ironwood Golem x 2
- 4 Juicy Psychmelon x 1
- 4 Oaken Summons x 2
- 4 Poison Seeds x 2
- 5 Nourish x 2
- 6 Spreading Plague x 2
- 7 Malfurion the Pestilent x 1
- 9 Aviana x 1
- 10 Kun the Forgotten King x 1
- 10 Ultimate Infestation x 2
- 7 Azalina Soulthief x 1
- 8 King Togwaggle x 1
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Comments
Played this a bunch back in the day. It's really hard to pull off, but when it works, so fun! Arcane Tyrants work well here, maybe instead of the Greedy Sprites. You really want Oaken Summons to hit those Ironbarks.
That was one thing I'm still conflicted on with this deck. Ever since they nerfed Wild Growth it's hard to get the ramp needed to sustain. I may take it out and replace it with some sort of other stall/draw effect and see how it does.