Stampeding Warbeast

Last updated 4 years, 10 months ago by
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This deck capitalizes on cheating out large beasts around turn 6 with Stampeding Roar, then using tricks like Witching Hour and Oondasta to bring more into play. The early game uses spell removal to clear the board and keep drawing cards for the key beast combos. The late-game is quite fun if you can keep the first 5 turns or so from spiraling out of control.

Key Combos:

Potential cards to swap

  • Ferocious Howl to generate armor and card draw early is very nice, but these could possibly be replaced with other techs like mind control, weapon removal or silence - depending on what you are facing at your rank.
  • Dreamway Guardians early may fool the opponent into thinking a Token Druid deck is coming their way. It buys some time as they attempt to remove 2 minions, but this card could be swapped out for something else like another Claw or second Keeper of the Grove - if silence is in demand.
  • Pounce with hero power is 3 damage for 2 mana has come in handy in the early game for killing off Underbelly Angler and other early threats. This could probably be replaced with anything.

Tip:

  • It's temping to add more Druid "Choose one" cards to synergize with Keeper Stalladris, but all of the ones that summon taunt or charge minions result in beasts that dilute your Witching Hour Rez pool. You really don't want to summon anything but the 7 beasts that are in the deck. In some cases you will summon a 5/5 Ironhide Runt but that is acceptable for 3 mana.

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Comments

  • tsunamioflove's Avatar
    30 1 Posts Joined 06/18/2019
    Posted 4 years, 10 months ago

    If you see a warrior just pull your pants down and grab your ankles...  game over man. Might as well concede as soon as you can. 

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  • fithgar's Avatar
    55 1 Posts Joined 06/07/2019
    Posted 4 years, 10 months ago

    Crystal Stag is an interesting idea, but unfortunately it's not a great value when returned to the field by Witching Hour. You don't get the battlecry and a 4/4 rush for 3 mana when what you really need is a big taunt or threat is disappointing. Even if you double it's health first with Predatory Instincts and drop two 4/8 rush cards, you had to have first restored 5 health (not just cast a heal 5 spell) and played a somewhat dead card in Predatory Instincts that cost 4.  It just requires too many cards, in sequence, muddies the rez pool and slows your win condition. If the stags rezzed back as a 4/8 it might be an include, but they aren't.

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