Wild Hearthstone has thousands of cards, and a wide variety of possible decks. This incredible deck diversity is sometimes lost when only looking at the few decks common in the highest ranks. Wildest of Days is a series aiming to highlight a different off-meta deck each week with an in-depth guide into its strategy and gameplay. The decks are selected for having interesting synergies and using rarely seen cards.
Everyone knows Even Paladin, Warlock, and Shaman, but how about the other classes? These next two weeks, this series is going to explore some less common Even classes, to culminate in guides for all 9 Even classes (Even Demon Hunter doesn't count as Genn Greymane has no effect there). Today, let's dive into Even Druid.
Even Druid is an aggressive deck that relies on getting board control and then using its minions to win. It can have some burst damage from cards that give your hero attack, but minion based board gameplay is the main gameplan of this deck. It has the potential for early game tempo snowballing with Razormane Battleguard, and later in the game Embiggen will make your smaller minions bigger threats. The deck has a decent amount of card draw and can last for a while into the midgame even if the early threats are removed. It can be aggressive against slower decks while playing defense with taunts against more aggressive decks to eventually take board control and win.
With the latest expansion, Even Druid has received Aquatic Form as a great source of card draw. Since its curve is so low, you can consistently discover and draw a card in the first 2 turns.
There is a poll in the comments on which Even deck to do next - they will all be covered eventually but if you want to influence the order make sure to vote there!
Now, let's get into a guide on playing the deck. It's going to go through major overarching strategies to keep in mind, how to mulligan, gameplay tips on key synergies, and card choices.
Fun and Unique Moments
Difficulty to Master
This is a tempo/Aggro deck that wins and loses on board contro. While it can generate a bit of burst damage, it's by far the most important to keep control of the board. Embiggen allows the deck to raise its curve during the game to become able to be like a Midrange deck and not run out of steam in the midgame.
Aggro - Use all your synergies in combination with each other to fight for the board. This includes Taunt, beast, hero power, buff, and attack gain. You can snowball a Razormane Battleguard or Wickerclaw into an early win.
Midrange - Embiggen turns your 2 drops into buffed 3 drops, and a second one into even more buffed 4 drops. This turns your deck into a Midrange deck and you can win through sheer stat domination.
This deck is good at getting on board early and fighting for board control, but decks with a lot of removal can outlast your minion waves. Decks that cheat out a ton of stats early can be tough to win against as well.
Always keep Embiggen, keep both if you get them.
- Keep Aquatic Forms.
If you have Razormane Battleguard, keep taunts and try to mulligan other non Embiggen cards to try to get more. The exception is mulligan Encumbered Pack Mule if you have another taunt in hand as well or if you don't but can mulligan at least 2 other cards.
If you have neither Embiggen nor Razormane Battleguard in your starting hand, mulligan all of it. You really want one of those cards for the early game.
Overall, when you mulligan aggressively for Embiggen or Razormane Battleguard early game highrolls, you get at least one of these most of the time, and sometimes both. Even if you don't, mulliganning so aggressively rarely hurts you because you have a lot of 2 cost minions in the deck and will likely get a playable hand anyway.
The key to playing this deck well is balancing pushing face damage and controlling the board, as well as balancing tempo from your synergy cards vs waiting to get maximum value from them.
Below are gameplay tips regarding many of the synergies in this deck and how to use them effectively.
Coining out Razormane Battleguard turn 1 or playing it turn 2 into a Taunt minion is a great play. The Taunt will help Razormane Battleguard survive more turns to tempo out more taunt minions for free.
If you have an opportunity to do a great trade on board, it's often worth it to use Mark of the Spikeshell and Mark of Y'shaarj even if you won't get their bonus card draw or card generation effects.
Sometimes you should save a buff spell for a future Blademaster Samuro turn, especially if you see you have him in hand and are against a wide board aggro deck.
Make sure to play Wickerclaw before you hero power, play Pounce, or attack with Park Panthers on any given turn so he can start getting buffed.
You can almost always get a 2 drop (or another Aquatic Form or Embiggen) from Aquatic Form on turn 2 (or turn 1 with the coin), so you can safely play Aquatic Form on that turn. The exception is if you have used Embiggens, play Aquatic Form with 3 or 4 mana remaining depending on how many you've played.
Use your Taunt minions strategically to protect key minions like Wickerclaw and Park Panther.
This section is going to go through the main packages of cards in the deck. Each package has cards that help the deck with a specific goal. When playing the deck, it's useful to know what purposes each card serves and what other cards in the deck have synergy with it or help achieve the same purpose. This section might also be useful if you're interested in the reasoning for why each card was included in the deck.
Hero Power Synergy
These cards have synergy with your cheap 1 mana hero power from being an even deck with Genn Greymane.
Hero Attack Synergy
These cards have synergy with either benefitting from or giving your hero power attack. Something to note is that Wickerclaw gains attack from each source of hero attack damage. So in one turn, if you hero power, play Pounce, and attack with a Park Panther, Wickerclaw will gain 6 attack.
Taunts can be cheated out with Razormane Battleguard for great tempo, and are good by themselves to protect key minions and against aggro. Encumbered Pack Mule gives 2 taunts to your hand when drawn which is extra fuel for Razormane Battleguard, while Mark of the Spikeshell can also add more taunts to your hand.
Embiggen is a key card for this deck, it makes your minions a lot stronger. Encumbered Pack Mule will make an extra buffed copy in your hand after it. A lot of minions in this deck benefit extra from buffs due to having divine shield, rush, or a unique ability like Blademaster Samuro.
Finally, there's a bit of beast synergy in this deck where it has a lot of beasts that let Mark of Y'Shaarj draw a card when played on them.
Other Good Cards
Even Druid is a flexible Aggro deck that can shift to midrange using Embiggen, has a board based playstyle, and has many different synergies to play around with. If you have a question or comment, or are wondering about a card substitution, post below.
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Looking for more decks? Look no further than the Wildest of Days tag to see more in this series.