Big Spell Druid [SoU]
- Big Druid
- Wild
- Ranked
Hi everyone,
With Saviors of Uldum, Druid has got a lot of support for the big spell/control archetype: Anubisath Defender and Garden Gnome are a clear proof of what I'm saying. Moreover, Rise of Shadows gave us Sunreaver Warmage, a really cool and flexible card that has seen a decent amount of play but hasn't eventually made the cut in any high tier deck due to the lack of a considerable number of big spells to justify her presence.
What is different from the past, you may ask? This time we have a quite big payoff for running big spells, in the form of King Phaoris: once you get to the late game without having closed the game, you jam this big boy on the board and summon a couple of medium-big sized threats in order to close the match.
Your game plan is to act as a Midrange deck, trying to keep the control of the board with clever trades and dealing cheap damage to your opponent's face.
Take Electrowright: this is a minion that has never seen play and that may make it this time. If you can constantly trigger its effect (and you should), a 4/4 on turn 3 is pretty good.
Garden Gnome is a perfect tool for going wide on the board and putting stats in play at the same time, especially if followed by Sunreaver Warmage when there are high-health minion on the other side.
Special mention to Keeper Stalladris: he will contribute to give you value and, at the same time, for every Choose One spell that you'll play with him on the board, you'll get 2 of the same cost. Nice food for our King Phaoris! Same goes for Archmage Vargoth, although not being as effective.
Gift of the Wild, recently added to the Classic set, will work as a finisher if you get to have enough presence on the board, as an activator for all your big spell minions and as a (simply) high costed spell for King Phaoris.
Not satisfied with the results of your King Phaoris? Did your opponent clear the board? Well, prepare for the second round: if played immediately after (watch out for possible Trolden clips!), Flobbidinous Floop comes in help with a second wave a threats!
POSSIBLE CHANGES AND DOUBTS
When I was assembling the deck, one of the first versions had Overflow: however, I decided to cut it due to the fact that Nourish has Choose One synergy with Keeper Stalladris and I didn't want to include too many card draw tools. Same goes for Hidden Oasis: you'll end up using it as a 6/6 most of the times, but at least it will have strong synergy with the rest of your deck.
Other inclusion I was thinking about are Jepetto Joybuzz in order to fetch some good battlecries, but in the end I discarded him due to the high roll factor.
Barista Lynchen could be a nice addition, but I personally think that in this kind of deck she would be more of a win more card, given that she works better with low costed minions like Lackeys, Pogos or Murlocs.
Any suggestion or feedback is more than welcome!
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1- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 2 Keeper Stalladris x 1
- 3 Swipe x 2
- 4 Flobbidinous Floop x 1
- 4 Garden Gnome x 2
- 5 Anubisath Defender x 2
- 5 Nourish x 2
- 6 Hidden Oasis x 1
- 7 Overflow x 1
- 8 Gift of the Wild x 1
- 8 The Forest's Aid x 1
- 1 Mecharoo x 2
- 2 EVIL Cable Rat x 2
- 3 Electrowright x 2
- 3 Golden Scarab x 2
- 3 SN1P-SN4P x 1
- 4 Archmage Vargoth x 1
- 4 Half-Time Scavenger x 1
- 5 Sunreaver Warmage x 2
- 5 Zilliax x 1
- 7 Siamat x 1
- 10 King Phaoris x 1
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Comments
So its like a token/control hybrid?
Not quite: it's true, you have some tools to spread on the board with (SN1P-SN4P, Garden Gnome and Mecharoo) but I decided not to run all the buff/cycle package.
In other words, I wanted to offer something different from what Druid did in the last few months.
Oh I see, but still Gift of the Wild & The Forest's Aid could act as if. :)
Yeah, but those cards are more meant to be used as tools for King Phaoris, not on-curve play.