Welcome to our Knights of the Frozen Throne Midrange Taunt Token Druid deck guide where we discuss how to pilot this new token style Midrange deck efficiently- utilizing a range of token generation, mass board buffs and card draw tools to have complete control over the board state. Our deck guide includes Mulligans, Gameplay Tips, Synergies and Card replacements.
The deck relies on ramping up early in the game and generating board presence and using buffs like Mark of the Lotus or Power of the Wild to solidify your board state. Kolento piloted a version of the deck all the way up to Rank 1 Legend on stream and it’s definitely a list you should be watching out for on ladder.
Update – Frozen Throne Midrange Taunt Token Druid September 2017, Season 42
While this version of Druid is not the strongest, it still maintains a spot in the meta due to some powerful combos and Druid’s overwhelmingly strong cards. The deck has changed a bit since Kolento brought it to #1 Legend, but the core remains mostly intact.
Frozen Throne (KFT) Midrange Druid Card Choices
Innervate has always been one of Druid’s must-include card for most decks because you can cheat out cards earlier than usual and can allow you to have game changing swings. With a bunch of cards that require being chained together or just happen to be expensive, you definitely get a lot of value out of the card.
With cards like Violet Teacher, Living Mana and Spreading Plague in the deck, you definitely want to include the card as it can fetch you value sometimes in excess of 5/5 in stats spread across the board for just 1 mana.
Druid of the Swarm allows you to develop either a 1/2 Poisonous minion or a 1/5 Taunt. While the latter might seem like the more viable option on paper, you can get insane value out of your Poisonous spiders thanks to a bunch of taunt minions that are in your deck or can be generated with spells like Spreading Plague, allowing your Druid of the Swarm to take out much bigger targets with its effect.
Power of the Wild has some great synergies in the deck with things like Violet Teacher and Living Mana to solidify your board presence. It is also fine as 3/2 minion against aggressive decks to contest the board as well. You ideally want to get the most value possible out of the card to buff up your tokens or wall of taunts.
Innervate and Wild Growth are signature cards in almost every Druid deck and being able to ramp up your mana crystals is something only Druids can do. While it might not be the biggest tempo play in the early game, you sacrifice a turn to better your subsequent turns for the rest of the game!
Druid’s basic spot removal spell works great against aggressive decks and can also be used to cycle through your deck to get to more important cards that you might be looking for. Fandral Staghelm works very well with the card and it can help you clear out mid-sized minions while also offering you card draw.
I’ve won games against aggressive decks by sticking a Crypt Lord early on and then snowballing my board from there by flooding the board, making it impossible for decks like Aggro Murloc Paladin and Pirate Warrior to get past taunts and push for damage.
A much loved and much hated legendary that can sometimes win you games on its back if you pull off one of those crazy Fandral turns you’ve seen in several YouTube videos and Reddit posts. The card also received a buff recently allowing it to work with any Choose One effect, including the Druid Death Knight! You have almost a dozen Choose One cards in the deck, making Fandral pretty much a must-have card.
It should be noted that Wrath also works slightly differently with Fandral in that it deals 3 damage first and then the 1 damage (it dealt the damage simultaneously before). This has ramifications when using it against a card that is buffed or triggers when taking damage. It also means that if you have Spell Damage on the board, it would buff each damage separately, e.g. Bloodmage Thalnos gives +1 Spell Damage so the first part deals 4 damage and the second part deals 2, instead of the 5 it dealt previously.
A great card for ramping up early on or a solid token generation tool that gives you 5/5 stats spread across 2 bodies for 4 mana.
Ideally you want to combo the card with a large board of taunts generated by Spreading Plague to get the most value out of the card. You also have a bunch of other standalone Taunt minions you can use earlier in the game to aggressively contest the board.
Nourish allows you to ramp up your available mana pool or draw three cards. With Ultimate Infestation being available from Knights of the Frozen Throne, it is more viable to ramp with Nourish so you can use Ultimate Infestation later for card draw.
The one card that makes the deck function so effectively. With so many board flooding mechanisms already in the deck, it is almost impossible to deal with so much board spam from Druid. The high health on the taunts combined with buffs also makes them evade most AOE spells in the game, ensuring you are likely to make your minions stick to close out the game.
The standout neutral common card of this expansion. The card is exceptionally powerful as it offers 9/9 stats with partial taunt thrown in for just 7 mana. With so many board flooding tools you almost always have a minion to stick Bonemare’s effect on.
An underrated Death Knight hero card that has been working wonders in the deck. Unlike the Warlock Death Knight’s hero power, you get to choose between attack or health (armor) which makes this worse on paper, but you armor allows you to go beyond 30 HP and being able to attack means you can kill things that cannot be targeted by hero powers. Fandral works with the hero power as well as the Death Knight if you manage to pull them out in one turn with Innervate.
Ultimate Infestation is quite possibly the highest value epic in the entire game right now. You get 8.5 mana worth of card draw with 5 armor gain, a 5/5 and 5 damage thrown in for just 10 mana. Add to that the fact that Druid can speed things up with their ramp tools and cheat out the card earlier than turn 10 with Innervate, the card is definitely insane!
Frozen Throne (KFT) Midrange Druid Mulligan Strategy & Guide
VS Fast Decks
Higher Priority (Keep every time)
Lower Priority (Keep only if certain conditions are met)
- Innervate – Only if you have minions to put out early on or Nourish in hand.
- Nourish – With Innervate or Wild Growth and Coin in hand.
- Spreading Plague – With Innervate in hand.
VS Slow Decks
Higher Priority (Keep every time)
Lower Priority (Keep only if certain conditions are met)
- Nourish – With Wild Growth/Mire Keeper/Innervate in Hand.
- Violet Teacher – With ramp and spells to work with.
- Fandral Staghelm – With combos.
Frozen Throne (KFT) Midrange Druid Play Strategy
Midrange Taunt Token Druid is all about getting on the board and buffing up stats of your minions to make them stick as long as possible and win the attrition game. It has some crazy combos with things like Spreading Plague and Strongshell Scavenger into a bunch of spells for flooding the board.
The deck is all about board control and never over-committing when you should not. You do not even need Savage Roar or late game threats to win with the deck since the deck can output a lot of stats with its mid-sized minions and board flooding mechanisms.
Against aggressive decks you want to contest the board and get your minions out as soon as possible. Things like Druid of the Swarm and Wrath are crucial in the matchups against Pirate Warrior. You definitely want to mulligan very aggressively in these matchups to get early game minions or massive swing turns with ramp tools as soon as possible. The deck has been phenomenal against Pirate Warrior and can only lose if you have extremely dead hands with high cost cards and no ramp or removal in sight.
Control matchups are fairly easy and the only part where the deck falls short is the fact that Spreading Plague gets very little value in these matchups a lot of the time (except against Control Paladin). You have enough fuel to keep flooding the board and extinguishing their resources. Ultimate Infestation is a powerhouse in the matchup and can help you continuously apply pressure. You want to ramp up as soon as possible and develop threats that your opponent cannot answer.
Do not over-commit into AOE removal without any backups in hand and saving cards for big Violet Teacher or Fandral combos is a good idea.
The deck has been improved a bit to give you a better chance against slower decks with Medivh, the Guardian. Getting Medivh and then following up with a Ultimate Infestation is a huge swing that refills your hand, heals you, and produces a strong board.
Frozen Throne (KFT) Midrange Druid Combos and Synergies
Spreading Plague and Strongshell Scavenger is the other big combo in the deck that can blow out any aggro deck out of the water if you manage to get it off early. While it is a 9 mana combo, you can play it across two different turns as it is unlikely your opponent will be able to deal with all of your 1/5 taunts in one turn.
Fandral Staghelm into Choose One cards (including Malfurion The Pestilent) is definitely something you want to pull off. Nourish is one of the strongest cards you can play with Fandral in the game as it allows you to speed up your mana curve while also drawing 3 cards. While all of these combos might look expensive on paper, Druid’s plethora of ramp tools and Innervate makes things achievable quite handily.
Medivh and your bigger spells can make it extremely difficult for your opponent to comeback against. Getting an Atiesh and then following it up with Ultimate Infestation is a recipe for success!
About The Author
Abhimannu has been an avid Hearthstone player since late 2014 and has been actively writing articles and deck guides since 2016. He has over 15,000 ranked wins with multiple Legend rank finishes and over 2,000 Arena wins, he shows no signs of stopping and his love for the game has remained unchanged since the day he started playing. You can reach out to him on Twitter.