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Hearthstone: Heroes of Warcraft Game Guide by gamepressure.com

Hearthstone: Heroes of Warcraft Game Guide

Table of Contents

Druid | Ready-made decks Hearthstone Guide

Last update: 23 September 2016

Neutral cards (20) - Druid | Ready-made decks - Ready-made decks - Hearthstone: Heroes of Warcraft Game Guide

Druid - The basic deck

Neutral cards (20)

Druid's Cards (10)

Voodoo Doctor (1) x2

Claw(1) x2

Acidic Swamp Ooze (2) x2

Mark of the Wild(2) x2

Novice Engineer (2) x2

Savage Roar (3) x2

Razorfen Hunter (3) x2

Swipe (4) x2

Shattered Sun Cleric (3) x2

Starfire (6) x2

Gnomish Inventor (4) x2

 

Sen'jinu Shieldmasta (4) x2

 

Darkscale Healer (5) x2

 

Frostwolf Overlord (5) x2

 

Stormwind Champion(7) x2

 

This deck consists entirely of the basic neutral cards and free druid cards. It ensures a well-balanced gameplay, by combining the offensive spells with large numbers of units with abilities and a plethora of boosting cards. Thanks to the latter aspect, the deck is ideal for the tactic of buffing, which consists in a boosting of units a moment before the attack, and dealing immense damage to the hero or the opponent's strong units.

The Beginning Stage: Try to fill the battlefield with units and eliminate the enemy minions at the same time, even if using the hero power.

The Middle Stage: You can start playing the stronger units and deal some more serious damage. If you need to regain control, use, e.g. the Swipe (4).

The Final Stage: You should be able to deploy the strongest units in your deck, e.g. Frostwolf Overlord (5) or the Stormwind Champion (7). Do not charge at the enemy and, instead, try to eliminate his units while inflicting low damage to the hero.

Strong points

Weak Points

+ Stable, good for most situations

+ Many unit-buffing options

+ High offensive potential and decent defense

- No Silence Ability

- Low numbers of cheap units to fill the battlefield with

- Weak healing capabilities of the deck

Standard

Ramp C'Thun Druid

Neutral cards (11)

Druid cards (19)

Beckoner of Evil (2) x2

Innervate (0) x2

Disciple C'Thuna (3) x2

Living Roots (1) x2

Twilight Elder (3) x2

Wrath (2) x2

Brann Bronzebeard (3) x1

Wild Growth (2) x2

Azure Drake (5) x2

Swipe (4) x2

Twin Emperor Vek'lor(7) x1

Klaxxi Amber-Weaver (4) x2

C'Thun (10) x1

Mire Keeper (4) x1

 

Fandral Staghelm (5) x1

 

Druid of Claw (5) x2

 

Dark Arakkoa (6) x2

 

Ancient of War (7) x1

A deck with good units focused on C'Thun (10). You will find minions with good health and attack which will make it easier to deal with the opponent.

Beginning stage: Try to pick minions that you will be able to play in the first turns, e.g. Beckoner of Evil (2), Disciple of C'Thun (3), Twilight Elder (3), and buff C'Thun (10) from the very beginning. You may also keep Wrath (2) or Wild Growth (2). In your hand

Middle stage: Use minions to control the board. If you were able to buff C'Thun (10) to 10/10 you can play Klaxxi Amber-Weaver (4) with additional health. Remember that Brann Bronzebeard (3) doubles battle cry of your minions!

Final stage: Defend your minions with solid taunts: Ancient of War (7) or Dark Arakkoa (6). If you have C'Thun (10) in your hand, use its strength and clear the board or use your own minions to do that and use C'Thun (10) to strike the very hero.

Advantages

Disadvanteages

+ good control over the bards

+ minions with very good states

+ possible to increase mana crystals

- Deck may be slow

- Difficult to face aggressive decks

 

Wild

Spells/Control

Neutral Cards (9)

Druid's Cards (21)

Geomancer Kobold (2) x2

Moonfire (0) x2

Acolyte of Pain (3) x2

Savagery (1) x2

Big Game Hunter (3) x2

Claw (1) x2

Azure Drake (4) x2

Wrath (2) x2

Malygos (9)

Force of Nature (3) x2

 

Keeper of the Grove (4) x2

 

Snap (4) x2

 

Swipe (4) x2

 

Falling Star (5) x2

 

Starfire (6) x2

 

Ancient of War(7)

The above deck consists, mainly, of the druid's offensive spells and the units buffing these spells. It is, at the same time, a slow deck which is quite risky, since it does not have too many minions and requires a good control of the battlefield, with the use of spells. Only later into the game, the deck proves its value, by sending combinations of combined spells towards the hero.

The Beginning Stage: First of all, you need to focus on the control of the battlefield, i.e. on the elimination of the weak minions using the hero power and weak spells like Moonfire (0). Additionally, try to obtain several Pain Aclolyte (3) cards

The Middle Stage: Do not attack with minions spells. If the opponent deploys a strong minion, remove it with the Big Game Hunter (3). Use spells to control the battlefield.

The Final Stage: This is where the strength of this deck is. If you have Malygos (9), summon him and attack the enemy with spells. An ideal mix is the hero power and the Snap (4), Claw (1) and Savagery (1) cards.

Strong points

Weak Points

+ A good control of the battlefield

+ Good spell cards

+ Good source for direct damage

- Low numbers of minions

- easiness to lose control over the battle

- Weak against the deck with strong healing abilities.

Murlock's Charge

Neutral Cards (16)

Druid's Cards (14)

Murloc Raider (1) x2

Wrath (2) x2

Tidecaller (1) x2

Power of the Wild (2) x2

Grimstale Oracle (1) x2

Savage Roar (3) x2

Murloc Tidehunter (2) x2

Keeper of the Grove (4) x2

Bluegill Warrior (2) x2

Soul of the Forest(4)

Murloc Warleader (3) x2

Druid of the Claw(5) x2

Prophet Velen (3) x2

Excess mana (5)

Cult Master (4) x2

Ancient teachings (7)

Old Murk-Eye (4)

Ironbark Protector (8)

This deck is entirely based on the Murlocks. Its strength is in the numbers of units in the battlefield and quick attack on the opponent's hero. It should be used for fast-paced games and it does not do that well in defense although, with good usage of the Druid's cards, you can deal with that also.

The Beginning Stage: The beginning of the game is the best stage for this deck. All of the Murlocks have low mana costs and that is why you should focus on deploying as many of them as possible, buffing them with the other murlocks, or Druid's cards and attack the enemy hero immediately.

The Middle Stage: you need to continue charging and try to retain your control over the battlefield. To remove the opponent's units, it is best to use the druid's spells and his hero power.

The Final Stage: If the tactic of peppering the enemy with the Murlocks worked, you will not reach this stage with your mana full. If, the enemy manages to cut through your units anyways, use cards like Excess mana (5) or Ancient teachings (7), to draw more cards and regain control of the battlefield or, eventually, finish off the opponent.

Strong points

Weak Points

+ Lots of cheap units

+ God battlefield control

+ Designed for fast-paced games

+ Ideal for the first turns

- Weak defense

- Further into the game works worse and worse

- No strong units

Mech Druid

Neutral Cards (15)

Druid Class Cards (15)

Mechwarper (2) x2

Innervate (0) x2

Harvest Golem (3) x2

Anodized Robo Cub (2) x2

Spider Tank (3) x2

Wild Growth (2) x2

Tinkertown Technician (3) x2

Keeper of the Grove (4) x2

Mechanical Yeti (4) x2

Swipe (4) x2

Piloted Shredder (4) x2

Nourish (5)

Piloted Sky Golem (6) x2

Mech-Bear-Cat (6) x2

Sneed's Old Shredder (8)

Ironbark Protector (8) x2

An alternative kind of the Ramp Druid deck which uses a lot of common Mech cards. It includes both a high mana pool growth and the powerful druid class cards as well as the synergy of the Mech minions. It works well in the early game because of the Mech cards and in the midgame and late game as well. The main problem of this deck is a low amount of the offensive spell cards although you can use your minions to trade and maintain control.

Early game: Just like in the basic Ramp Druid deck play Wild Growth (2) to increase your mana pool. If you want get this card you may still use Mechwarper (2) which will decrease the mana cost o your other Mechs by one and will allow you to play Mechanical Yeti (4) or Piloted Shredder (4) in the third turn. You may also use Innervate (0) to summon stronger minions.

Midgame: Control the battlefield with the valuable trading. Of Use the Spare Parts left by the death of Mechanical Yeti (4) or from the Battlecry of Tinkertown Technician (3) to upgrade your minions or to downgrade the enemy minions. Save Swipe (4) for a unique situation since its your only offensive spell in the deck.

Late game: Start summoning your giants. Play Piloted Sky Golem (6) and Sneed's Old Shredder (8) to secure a lot of damage potential on the battlefield and even more minions if these will be destroyed. Block your enemy with the help of Ironbark Protectors (8) if you already have some minions on the board and you need a minion with Taunt. If you don't have anything to play use Nourish (5) to draw three extra cards.

Pros

Cons

+ Solid synergy between the druid class Mechs and the neutral Mechs

+ Strong during every phase of the game

+ A possibility of finishing off your enemy during the first few turns

- Small amount of offensive spells

- Small amount of minions with Taunt

The Grand Tournament Druid

Neutral cards (9)

Druid cards (21)

Shade of Naxxramas (3) x2

Innervate (0) x2

Piloted Shredder (4) x2

Living Roots (1) x2

Loatheb (5) x1

Wild Growth (2) x2

Sludge Belcher (5) x2

Darnassus Aspirant (2) x2

Emperor Thaurissan (6) x1

Savage Roar (3) x2

Dr. Boom (7) x1

Swipe (4) x2

 

Keeper of the Grove (4) x2

 

Savage Combatant (4) x1

 

Druid of the Claw (5) x2

 

Force of Nature (6) x2

 

Ancient of Lore (7) x2

The above deck consists of good minions and spells, which are supposed to get the druid to the later part of the game, when the combination of Force of Nature (6) and Savage Roar (3) will be available. A solid amount of minions will allow to control the battle and solid taunts, like Sludge Belcher (5) and Druid of the Claw (5) should delay the game. Try to use Emperor Thaurissan (6) to lower the cost of your most important cards, which are Ancient of Lore (7), Force of Nature (6) and Dr. Boom (7).

Beginning phase: focus on gaining control on the battlefield by eliminating weaker minions using your special power and spells like Living Roots (1). Moreover, try to play Darnassus Aspirant (2) to ensure an additional Mana Crystal.

Middle phase: you should focus mostly on using taunts (Sludge Belcher (5), Druid of the Claw (5)). Play Emperor Thaurissan to lower the cost of your cards.

Ending phase: prepare the enemy for the Force of Nature (6) + Savage Roar (3) combo, which deals 14 damage itself, without counting the rest of the minions.

Pros

Cons

+ Good control over the battlefield

+ Solid taunts

+ The ability of quickly increasing your mana

- If you are forced to use both the finishing combos to clear the battlefield, you may have troubles finishing the enemy.

- Expensive minions

- This deck may turn out to be too slow against aggressive decks

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