2013-10-24, 11:29 AM
Anyone want to share deck ideas? This is what I'm currently running.
It's a Druid aggro deck. Leper Gnome is a great aggressive 1-drop that usually puts 4 damage on the board and trades with a 2-drop. Knife Juggler, Power of the Wild, and Shattered Sun Cleric synergize well with the summoners and really help establish board control on turns 2-3, and if you can drop a Soul of the Forest on turn 4 with 3 minions up, you effectively nullify the Holy Novas, Consecrations, and Blizzards that usually come in the turn after.
The real finisher in the deck is Savage Roar. It's difficult to get 3+ minions on the board to stick for a turn so you can play it, but it will instantly win a lot of games when it happens, especially if you can play two of them! Fortunately, there are a lot of tools in the deck to help enable the beatdown, even if your opponent is able to remove all your early threats. Force of Nature puts down 3 Charge minions, enabling a Savage Roar play for 14-22 damage + whatever you already have on the board, for 9 mana. With Innervate, this play can happen on turn 6-7, before your opponent can put any late game legendaries on the board.
Big Taunt fatties can also be a problem for this strategy. Keeper of the Grove's silence is really handy here, and Druid of the Claw and Swipe are at the very least 4 damage that can be used to clear any blockers. Claw and the Druid hero power are also useful for taking out your opponent's threats without losing any creatures.
I've won a bunch of games with this deck, and it's very fun to drop a bunch of cards and instantly win the game while your opponent's at 20 life. It's also not that expensive to build; there's only two Epics and not that many Rares.
It's a Druid aggro deck. Leper Gnome is a great aggressive 1-drop that usually puts 4 damage on the board and trades with a 2-drop. Knife Juggler, Power of the Wild, and Shattered Sun Cleric synergize well with the summoners and really help establish board control on turns 2-3, and if you can drop a Soul of the Forest on turn 4 with 3 minions up, you effectively nullify the Holy Novas, Consecrations, and Blizzards that usually come in the turn after.
The real finisher in the deck is Savage Roar. It's difficult to get 3+ minions on the board to stick for a turn so you can play it, but it will instantly win a lot of games when it happens, especially if you can play two of them! Fortunately, there are a lot of tools in the deck to help enable the beatdown, even if your opponent is able to remove all your early threats. Force of Nature puts down 3 Charge minions, enabling a Savage Roar play for 14-22 damage + whatever you already have on the board, for 9 mana. With Innervate, this play can happen on turn 6-7, before your opponent can put any late game legendaries on the board.
Big Taunt fatties can also be a problem for this strategy. Keeper of the Grove's silence is really handy here, and Druid of the Claw and Swipe are at the very least 4 damage that can be used to clear any blockers. Claw and the Druid hero power are also useful for taking out your opponent's threats without losing any creatures.
I've won a bunch of games with this deck, and it's very fun to drop a bunch of cards and instantly win the game while your opponent's at 20 life. It's also not that expensive to build; there's only two Epics and not that many Rares.

