LOTI 014 : Druid Guide

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LOTI #014 – Legend of the Innkeeper – “Druid Guide”

Intro:

Welcome to the Legend of the Innkeeper.  I’m Vastidious and I’m Ariannwyn.  We’re glad you could join us for our fourteenth episode.

This week we are talking about…

Updates:

What did you do this week?

Top 3 of the week – Druid cards

Vastidious:  Innervate, Starfall, Swipe

Ariannwyn:  Innervate, Starfall, Mark of Nature

News

 

 

Getting Better

How we search for decks

Go to HearthPwn.com.   Click on Decks and choose the class you are interested in.  On the page that comes up you have a TON of options to filter out decks.  If you don’t have a lot of cards, I would recommend that you go down to Additional Filters and choose ‘Basic’.  This will select decks that are primarily made up of basic cards.  Click on Filter to apply your new options.  Look at the first few decks that come up on the list and see what cards it has that you don’t have.  For example, if they have Cairne Bloodhoof.  Then on the filter area on the search page, click on the box under Doesn’t Contain and then add Cairne Bloodhoof.  Do this for the cards you don’t have and that will eliminate a bunch of decks that have those cards.

Class Overview – Druid

The Druid is another unique class in that it’s the only class that has some cards that give you choices when you play them, a mechanic called Choose One.  For example, when you play Druid of the Claw, you choose one of two options.  Charge or +2 Health and Taunt for that specific minion.  The end result is either a Druid of the Claw that is a 4/4 minion with charge or a Druid of the Claw with 4/6 and Taunt.

One way that I look at the Druid class is a mixture between a Priest, Warrior and Hunter.  The Hero power adds Armor, they can heal themselves and they are frequently fast and aggressive.  Plus they have lots of beastial minions but they don’t get an advantage with Beasts.

The Druid Hero ability is called Shapeshift.  It costs 2 mana and adds +1 attack this turn and +1 Armor.  The nice thing about the hero ability is that the Armor will stick around after the turn and can stack up like a Warrior’s does.  The 1 attack doesn’t sound like a major amount of damage, but when combined with the 1 shield, you can take out smaller minions without worrying too much about it.

Druids are a lot of fun to play and they add a ton of options with the Choose one mechanic.  Another major advantage is their ability to clear the board.  Using cards like Wrath (Choose one: Deal 3 damage to a minion or 1 damage and draw a card), Swipe (Deal 4 damage to an enemy and 1 damage to all other enemies) or Starfall (Choose one – Deal 5 damage to a minion or 2 damage to all enemy minions) you can keep your opponent uncomfortable and unsure what is going to happen next.

To make it even more difficult to deal with, the Druid also has two cards that help them gain mana advantage in the game.  The first is Wild Growth (Gain an empty Mana Crystal).  This card allows you for two mana to add an additional mana gem for future turns.  But if you don’t use them before you hit 10 mana gems they change how they work.  Since you can’t have more than 10 mana gems, if you play them then they turn into another card that allows you to draw a card instead.

The second card is Innervate (Gain 2 Mana Crystals this turn only – 0 mana cost).  This card will give you temporarily two extra mana crystals so that you can play those higher cost cards earlier in the game.  This can become quite the advantage especially early in the game.

When playing a Druid, I have found that I have to carefully consider every move I make.  It’s not just deciding which card I am going to play but when I play that card, which option am I going to choose.  So, I do frequently see the ‘you are running out of time’ rope when playing a druid.  Just make sure you play the right card for the right moment.  Don’t go for the short term gain.  Be thinking ahead and planning for a few turns in advance.

Take advantage of the attack cards that Druids have.  Also use the extra card draws that you have with some of the Druid cards.  Having card advantage can be helpful in most games.

Because of Innervate and Wild Growth, you have the distinct ability to get to the end game cards faster than your opponent.  (And coin too if you start second).  Just consider this possibility.  On turn two, you play Wild Growth.  One turn three you have 4 mana to spend.  You then play 2 Innervates (gain 2 mana this turn) and you have enough on turn three to play the Ironbark Protector (8/8 minion with taunt)!  Not likely to happen but just think about how powerful that can be.

You will often hear of Druid decks in one of three categories.  Ramp, Token and Control.  The term Ramp comes from Magic the Gathering and it refers to a play style relying on mana acceleration.  Token decks focus on cards that create minions.  The term comes from board games where you use physical tokens like chips or coins to represent additional minions.  And the control deck is simply gaining and maintaining control of the board as long as possible.

1. Basic Druid Deck – Icy Veins http://www.icy-veins.com/hearthstone/basic-druid-deck

  • 2x Innervate
  • 2x Claw
  • 2x Mark of the Wild
  • 2x Wild Growth
  • 2x Acidic Swamp Ooze
  • 2x Novice Engineer
  • 2x River Crocolisk
  • 2x Shattered Sun Cleric
  • 2x Wolfrider
  • 2x Chillwind Yeti
  • 1x Sen’jin Shieldmasta
  • 1x Gnomish Inventor
  • 2x Swipe
  • 2x Starfire
  • 2x Boulderfist Ogre
  • 2x Ironbark Protector

“Beginner Deck Tech – Basic Ramp Druid” http://hearthstoneplayers.com/beginner-deck-tech-basic-ramp-druid/

 

Low Budget Token Druid Naxx Deck – Icy Veins

 

http://www.icy-veins.com/hearthstone/low-budget-token-druid-naxx-deck

  • 2x Innervate
  • 1x Claw
  • 2x Wild Growth
  • 2x Power of the Wild
  • 2x Wrath
  • 2x Loot Hoarder
  • 2x Haunted Creeper
  • 2x Savage Roar
  • 2x Violet Teacher
  • 2x Keeper of the Grove
  • 2x Chillwind Yeti
  • 2x Swipe
  • 2x Druid of the Claw
  • 2x Azure Drake
  • 1x Loatheb
  • 2x Force of Nature

TakeItDown’s RampItUp Druid

 

 

http://www.reddit.com/r/CompetitiveHS/comments/2gtrry/hi_7x_legend_here_with_the_most_fun_competitive/

  • 2x Innervate
  • 2x Claw
  • 2x Zombie Chow
  • 2x Wild Growth
  • 2x Wrath
  • 1x Big Game Hunter
  • 2x Swipe
  • 2x Keeper of the Grove
  • 2x Sen’jin Shieldmasta
  • 2x Druid of the Claw
  • 2x Gadgetzan Auctioneer
  • 2x Sludge Belcher
  • 1x Sunwalker
  • 1x The Black Knight
  • 2x Anicent of Lore
  • 2x Ancient of War
  • 1x Kel’Thuzad

“Ariannwyn’s Druid Rush Deck”

  • 2x Innervate
  • 2x Claw
  • 2x Argent Squire
  • 2x Wrath

Druids in the Arena

Druids are fairly average when playing in Arena matches.  Depending on your card draft you could end up with a fairly strong deck.  One advantage that a Druid has in the Arena is the ability to clear out weak minions in the early game with their hero power.  The ultimate goal for a Druid in Arena is to control the board as much as possible until you get into the late game.  Then at the end use the power of cards like Ironbark Protector to finish things off.

What cards should a Druid look for in the Arena?  

Ancient of Lore – A great all around minion because it’s pretty strong without it’s choices.  Then your choices are either healing or card draw.

Ancient of War – He gives you the option of either attack or defense, which most of the time I would recommend defense. Depends on your situation.

Cenarius – A fairly good card to have but better to use for the +2/+2 to your other minions choice.  So if you play him with 3-4 minions on the board you will get more value.

Druid of the Claw – I mainly use this card for the taunt and extra health.  That tends to do better in Arena games.  But it’s nice to have the option for a charge.

Keeper of the Grove – This is a great card to have, which I mainly use for the silence.  Although at times I use the damage.

Starfall – It’s a board clear or a big damage spell for a big minion.

Swipe – Almost a must have for any Druid decks.  I’ve also used it to do 4 damage to the hero and 1 damage to get rid of the pesky 1 health minions on the board.

Wrath – A great early game card.  You can clear out 1 health minions and draw a card to replace it.  Or use the 3 damage to clear a threat out in the early game.

Tournaments

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REMINDER:

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Patreon

Reviews and Emails

iTunes Reviews: None

Emails:

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Outro

That does it for this episode.  You can email the show at [email protected]  You can also visit our website at legendoftheinnkeeper.com where we will post the show notes with the episode that has links to all the information we discussed.

Our YouTube channel is www.legendoftheinnkeeper.com/YouTube

You can follow the show on Twitter @LOTIpodcast

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Until next show, Happy gaming!

Credits:

Music by James Marantettehttps://soundcloud.com/james-marantette

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About Author

Vastidious is a long time gamer, father to Ariannwyn and doesn’t read the text on the cards.

4 Comments

  1. Hey guys! Really nice that you feature each of the classes. Maybe you can make an interactive part where you post core cards per class then in twitter we can collaborate on making a deck per class. Then you give your grade on the next show how it performed. It could be a great way to learn more about the classes.

    Really fun and informative show you got! Keep it up!

  2. Just a small point. During the discussion of hard removal you stated that all the classes have hard removal except for druid as all of their clear is damage based. Druids actually have the cheapest casting cost hard removal it’s just never run due to its downside.

    Naturalize – 1 mana, destroy target minion your opponent draws 2 cards.

    Its not used due to the 2 cards for your opponent, but they do have hard removal.

    Just a minor thing. Love the show 😀

    • Very good point! Thanks for pointing that out. I started playing a Mill Druid deck and that card is very important to put cards back into your opponents hand. So it’s a great card in that specific situation.

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