Token Druid Deck List Guide – Rastakhan’s Rumble – December 2018

Token Druid Deck List Guide – Rastakhan’s Rumble – December 2018

Our Token Druid deck list guide for the Rastakhan’s Rumble expansion features the top list for this archetype. This guide includes Mulligans, Gameplay Strategy, Card Substitutions, and Combos/Synergies!

Introduction to Token Druid

Midrange Druid was the one of the most popular decks on the ladder all the way from Naxxramas to the first Standard rotation (in Whispers of the Old Gods), when multiple of the class’ cards were nerfed (Force of Nature change in particular made the “Combo” part of the deck no longer viable). Some Token Druid builds were played later, but nothing came close to the power and popularity levels of the old school Midrange Combo Druid.

Year of the Mammoth was great for the Druid fans, as the class got multiple new, powerful tools. At one point, a Midrange Taunt/Token Druid was a solid ladder deck – before the Spreading PlagueInnervate nerfs back in the Knights of the Frozen Throne. However, it’s The Witchwood that brought back something that is closest to the old “Midrange Token Druid” builds we’ve seen in a while.

In Boomsday Project, despite not being very popular early, it has quickly climbed its way through the tier lists, landing near the top. While the deck didn’t get a lot of new cards, the Boomsday’s powerhouse Giggling Inventor is an amazing fit into Token Druid lists, and Flobbidinous Floop has proven to be an incredibly flexible card choice.

Edit – Boomsday Post-Nerf

While Giggling Inventor nerf has affected multiple meta decks, Token Druid got the biggest hit. Giggling was an important part of the deck, a way to create more bodies on the board, as well as two Taunts with Divine Shield for the sake of Strongshell Scavenger. The deck is still playable, but significantly weaker than it was before.

Token Druid Deck List

We’ll be updating all of our guides for Rastakhan’s Rumble in the near future!

Deck Import

Check out alternative versions of this deck on our Token Druid archetype page!

Token Druid Mulligan Strategy & Guide

VS Fast Decks

Higher Priority (Keep every time)

  • Lesser Jasper Spellstone – Early game removal, 2 damage for 1 mana is already a solid way to deal with some of the 1-drops or 2-drops, but if you won’t need it early, you might even be able to upgrade it to 4/6 damage, which makes it an insane single target removal.
  • Wild Growth – Ramp is very important – the faster you get to the mid game, the easier it will be to perform your combos or play certain anti-Aggro cads (such as Spreading Plague).
  • Oaken Summons – Playing 4-drop + gaining 6 Armor for 4 mana is well worth it. Especially if you roll Ironwood Golem, it often stops Aggro decks in their tracks. Against Aggro, you might even keep Ironwood Golem by itself.
  • Nourish – It might seem that Nourish is too slow vs Aggro, but you will really need it. If you have a fast early game hand, then you will really want that refill, and if your early hand is quite slow, or you already have UI in your hand, ramping up by 2 mana will be very useful.

Lower Priority (Keep only if certain conditions are met)

  • Swipe – Against Paladin. Dealing with their 1 health minions before mid game is very important, so they can’t capitalize in cards such as Level Up!. You can also keep it vs Rogue to deal with Hench-Clan Thug / Vicious Fledgling on T3.
  • Spreading Plague – Against a board flood decks such as Odd Paladin. It can destroy boards full of small minions. Can also keep in other Aggro matchups like Zoo, but only with some ramp.

VS Slow Decks

Higher Priority (Keep every time)

  • Wild Growth – Ramp is by far the most important thing in slow matchups.
  • Oaken Summons – Gives you a solid T4 play while thinning your deck. While Violet Teacher on T4 isn’t incredibly hard to answer, if it survives, it can also get a lot of extra value next turn.
  • Nourish – You want to get a lot of mana as soon as possible. Most of your combos are expensive, and the longer you wait, the higher the chance is that your opponent will have a way to answer them. Nourish can seem slow, but you still want it.

Lower Priority (Keep only if certain conditions are met)

  • Malfurion the Pestilent – With ramp. Trust me, getting that upgraded Hero Power out early is a great way to win in some matchups. Since you’ll be pushing most of the time, 3 damage per turn is massive.
  • Ultimate Infestation – I know, keeping a 10 cost card might seem silly, but it’s a good keep IF you have lots of Ramp in your starting hand. E.g. if your hand is Wild Growth + Nourish + UI, then that’s a keep in a slow matchup. Your opponent won’t put much pressure on you anyway and you’re all about cycling to get to your Soul of the Forest combos.

Token Druid Play Strategy

Vs Aggro

Your game plan against Aggro isn’t different than with any other Midrange/Control deck. You basically need to survive and either stabilize board with Taunts / your health with Armor gain OR run them out of resources, whatever happens first. Sometimes you might get a surprise lethal, but I’ll talk about that later.

In faster matchups, you will play reactively throughout most of the match. You want to control the board as well as you can. You basically try to clear whatever they play and not take too much damage. Taking SOME damage is really fine – the deck has a few ways to regain health. Removing minions is important. Later in the game you might be able to punish your opponent for flooding the board with small stuff (Spreading Plague), but not early – if you don’t clear then you might just die very quickly.

The deck is very low on the actual minions – it has only 5 of them in the entire deck, but only 3 of them can be dropped proactively at any time – that’s REALLY low. The only “proactive” minions you have are Violet Teacher and Ironwood Golem, although Violet Teacher is also not the best when dropped on curve. Luckily for you, you can pull both of those from your deck with Oaken Summons – it increases the consistency at which you get your 4-drops by a fair bit. You also have two minions that are usually played only when a certain conditions happens. You drop Arcane Tyrants after you play you first 5+ mana spell. You rarely wait for it against Aggro, because there isn’t much you will be playing around. The tempo swing of a free 4/4 is very important in faster matchups.

If you face a deck that doesn’t run any AoE cards, you can actually try playing an early Wispering Woods. Getting five or more 1/1’s for 4 mana is generally worth it. And then, depending on how your opponent’s board looks like, you can go for a few plays. You might use the 1/1’s to trade, just like that. You might buff them first if it’s necessary – Soul of the Forest is generally the best one, because it lets you trade AND turns the 1/1’s into 2/2’s. But Savage RoarBranching Paths is also a good way to clear the board.

But the real game vs Aggro starts past Turn 6. Now instead of desperately trying to clear everything, you can swing the board with Spreading Plague. Against a board full of small minions, the card is nuts and often wins you the game on the spot. But even with a few bigger minions (like 3/3’s etc.) it’s still great. Given that it’s unlikely that your opponent will clear all of the 1/5 Taunts right away (assuming no anti-Spreading tech), next turn you can buff them with Power of the Wild or Branching Paths to get some great trades, or even set up a reverse lethal with Savage Roar. You can definitely win some games vs Aggro deck like that. For example, 4x 1/5 with Savage Roar and Branching Paths (+2 Attack) is 22 damage – and that’s A LOT.

Malfurion the Pestilent also helps greatly in those faster matchups. You usually want to go for the two 1/5 Taunts, because that’s 15 health gain in total, assuming your opponent has to get through them with minions, but there are situations in which 1/2’s with Poisonous are correct. For example, if you play them onto the empty board (assuming your life total is high enough), you can stop your opponent from playing strongest minions and get some good trades. You can also play them when your opponent already has only bigger minions on the board, especially 5 attack ones that would clear 1/5 Taunt in one hit, but he has no smaller minions to get rid of 1/2’s. It might be a risky play, but sometimes you need to take those. On top of that, depending on how much health you have, you can use your Hero Power as the 3 damage removal or 3 health gain every turn. I’d say that as long as your health is at a reasonable level, +3 Attack part is better – you want to remove your opponent’s board and run them out of resources. However, if you’re getting lower, try to gain +3 Armor every single turn. That’s why you want to turn into Malfurion as soon as possible – Hero Power gets really strong, but only if you actually play it. So unless it disrupts your turn, try to weave in one every turn.

Ultimate Infestation is often a way to close out the game. Not only you get 5 Armor (so you might escape lethal), a 5/5 minion, but you also clear something and draw a bunch of cards. Between your current hand, and the cards you draw, there is a very high chance to get Arcane Tyrant (a free 4/4), and more removals or life gain. Or even a way to kill your opponent next turn.

Armor gain is a very important part of the deck in those fast matchups. Just remember to prioritize removal over Armor gain. Unless you’re desperately low and you absolutely need to get Armor that turn, you want to remove the board first, because it saves you more life in the long run. For example, let’s say that your opponent has a Kirin Tor Mage on the board and you can clear it with Jasper Spellstone. If you decide to go for the Armor this turn (let’s say Branching Paths) – you get 12 and then the 4/3 hits you for 4, resulting in 8 net gain. On the other hand, if you clear that minion first and then gain Armor next turn, you didn’t take the extra 4 damage. So Armor gain should come LAST after you’ve stabilized (or, like I’ve said, if you need to play it in order to survive). Between 2x Branching Paths, Malfurion the Pestilent and 2x Ultimate Infestation, the deck runs enough Armor to outlast any aggressive deck, as long as they don’t overwhelm you on the board, that is. Armor gain is especially good against “burn” or “face” decks such as Tempo Mage or Face (Odd) Hunter.

Vs Control

When playing against slower decks, all of the defensive tools you have are pretty pointless. Or rather, they might come handy sometimes, but you won’t win a game thanks to them. Against a fast deck, you win if you don’t die – games vs Control aren’t that easy. This time around, you’re the beatdown and you want to kill them before they run YOU out of resources. But how do you exactly kill a slower deck with almost no minions? Well, the deck is called “Token” Druid for a reason – it can generate a lot of small tokens that you can then buff.

The most important part of your game plan is actually ramp. Your combos are quite costly and if you needed to wait until Turn 8+ to play them normally, it would be way too slow and an average slow deck would just outtempo you. That’s why Wild Growth and Nourish are so good – ramping up means that you can perform the combos quicker and there is a lower chance that your opponent has found something to pressure you with, a big Taunt or a board clear.

The general idea behind this deck is to stack a big board of tokens, and then kill your opponent with a mix of Savage Roar and Branching Paths. You have a few ways to generate those tokens in the first place. The most basic and simplest one is Wispering Woods. If you’re holding at least seven cards, it creates a board with seven 1/1’s, although even 5-6 is usually good enough. Another way to create big boards is Violet Teacher – if you combo her with a few spells, then you get a bunch of 1/1’s. The ideal scenario is dropping Violet Teacher when you already have a minion or two in play, then playing a cheap spell or two and following it up with Soul of the Forest. Additionally, you can get some extra tokens from Spreading Plague. However, the last one is hard to set-up against slower decks, because you will have the board advantage most of the time. Use your Plague whenever you can get some value. You will rarely get more than 2-3 minions, so don’t wait for a better opportunity, because it will often not come.

But just playing a bunch of Tokens basically means that your whole game plan crumbles upon a single board clear. Well, you don’t want to make it THAT easy for your opponent. Whenever you can, you want to combine a big board of tokens with Soul of the Forest. The card means that if your opponent plays a single board clear, he will just buff your board. Given how much damage you can pull off with Savage Roar and such, playing Wispering Woods + Soul of the Forest is like putting your opponent in check – if he doesn’t clear both the 1/1 tokens and then the 2/2’s, he loses the game.

Of course, despite the deck having a few ways to fill the board with minions, it’s still vulnerable to decks with multiple ways to AoE. For example, Control Warlock is generally not a good matchup. Not only they run multiple board clears (including Lord Godfrey which clears the Wisps + Soul board by itself), but Voidlord can really stand in your way. Similarly, Control Priest can be a bad matchup if they draw their removals – between Wild PyromancerDuskbreaker and Primordial Drake it’s hard to stick anything, and Psychic Scream just destroys you. Even a more classic Control Warrior (non-Odd) destroys you thanks to the Warpath, Blood Razor, Brawl and such. The deck works much better against builds with a lower amount of board clears, or with board clears expensive enough that it’s hard to combine two on the same turn. For example, it works surprisingly well against Big Spell Mage despite them having lots and lots of board clears – the only way for them to clear that board is 2x Dragon's Fury (or Dragon’s Fury + Blizzard if they save Coin), because of how expensive the deck’s AoE spells are. Odd Warrior is also a good matchup, believe it or not. While they gain obscene amounts of Armor, you can put a constant pressure and they have a very hard time clearing Wisps + Soul board, since they need to use two AoEs (BrawlReckless Flurry). They will run out of their AoEs eventually, and then you can stack a big board and pressure their Armor more than they can handle.

Alternatively, Malfurion the Pestilent is actually an extra way to close out the game if you can get some chip damage here and there. If you turn into the DK Hero early, you might be able to deal 3 damage per turn, every turn. Between that and constantly putting pressure by flooding the board, some of the slower decks might crumble. After you get them low enough, just finish the game with a mix of Hero Power and Swipe or even Ultimate Infestation after they Taunt up.

Token Druid Card Substitutions

Midrange Token Druid deck is a relatively inexpensive deck, but nearly every card it runs is important. Here’s a quick rundown of the Epic & Legendary cards with their role and whether they can be replaced or not:

  • Malfurion the Pestilent – Technically, he’s not an important part of the deck’s game plan, but it’s just a very good card in general, which fits into this build. Against Aggro, it’s a very good defensive card, and against slower decks, it’s a way to create some tokens + way to push damage every turn. You can replace it, but your win rate will drop down. If you don’t have him, you can try WrathTar Creeper or Naturalize.
  • Branching Paths – Can’t be replaced. Against Aggro, it’s a way to gain armor after you’ve stabilized, and against Control you can use it to draw your combo pieces quicker or as a supplementary Savage Roar.
  • Wispering Woods – Basically one of the most important cards in your deck in slow matchups, setting up the Wispering Woods + Soul of the Forest for 8 mana is often your best way to win some matchups.
  • Arcane Tyrant – Another good way to get some extra tempo, but not absolutely necessary. Use the same replacements I’ve listed above.
  • Ultimate Infestation – You want to play it in every single slower Druid deck – there is no point to not run it. In case of this build, you run out of cards quite quickly + you want to get deeper into your deck to find the right pieces. You COULD try some other card draw if you don’t have it, but you should really just craft it if you want to play Druid. I could see playing with only one UI (it would still be bad, but playable), but dropping both of them would be a very bad idea. If you’re missing one and don’t want to craft it, then try one of the replacements above.

Stonekeep

A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over four years of playing and three years of writing about the game, he has achieved infinite Arena and multiple top 100 Legend climbs.

Check out Stonekeep on Twitter!

38 Comments

  1. YT_BrokenTeapot
    October 23, 2018 at 4:19 am

    Could one add one or two copies of Evolving Spores to this deck? Nearly every adaption is great: +3 attack is similar to playing Savage Roar, +3 health can bolster one’s board (maybe counter an Explosive Trap or other board-clear), +1 attack + 1 health is a more expensive Power Of The Wild but can be nice if you desperately need this but don’t have Power Of The Wild in hand, Poisonous can clear entire huge boards, Taunt can function as a less powerful Spreading Plague in sticky situations, Stealth can prevent your board from being traded into and set up for a lethal combo the following turn, Divine Shield is also quite broken in a similar way to +3 health, and Summon two 1/1 Plants is ridiculous and could even be regarded as a better Soul Of The Forest. I think that’s every adaption. Thoughts? I’d love to hear of this would be a good addition to this deck, and if so; one or two copies and what would I replace?

    Reply
    • YT_BrokenTeapot
      October 23, 2018 at 7:02 am

      Oops, I forgot Windfury! Full board of 2/2 tokens + double Savage Roar + windfury = 88 damage.

      Reply
    • TheRealBaker
      October 25, 2018 at 9:17 am

      Actually you forgot even the non targettable one. But anyway, evolving spores is just so bad in almost all the situations. +3 attack or +3 health are the best ones, but +1/+1 is terrible for 4 mana, poisonous is sometimes okish, divine shield would be good if it did not cost 4 mana to get it. Non targettable is horrible, the deathrattle is kind of good, but not that much, (soul of the forest is better if you have a full board and agaisnt defile), taunt is soo bad. I mean, only +3 attack or +3 health are good and maybe windfury, but the others are just garbage. The problem with the card is that it’s not reliable and that it costs way too much.

      Reply
  2. TheArcanist
    October 19, 2018 at 4:26 am

    Could you add a post-nerf version? I suppose the Strongshell version is no longer viable?

    Reply
  3. Ferbe
    October 10, 2018 at 1:15 pm

    I wonder how adding in something like a Black Knight/Alextraza would help against control priests or mech pallys with strong single taunt minions? Black knight would obviously prevent you trading your entire board into one minion, and alexstraza would act as a catch up mechanic late in the game if your’e short on cards/playing a hero who healed the whole match (behind a big taunt minion you took a while to get down)

    Reply
    • Ferbe
      October 10, 2018 at 1:18 pm

      Also Floop could used same turn or the following turn with the black knight in case your opponent dropped another big one that next turn.

      Reply
    • Qwerty019283
      October 11, 2018 at 4:59 am

      you won’t really be short of cards with this deck at any point tho…

      Reply
  4. DrNoOne
    September 26, 2018 at 5:19 am

    I’ve been playing this deck (EU Legend) and have found that substituting 1 Saronite Chain Gang for Cenarius really improves the consistency of the deck. The one extra board refill/board buff is a godsend both against control decks with tons of removal (Warlocks/Shudderwock) and against aggro.

    On its face it might seem like a very slow play, but this isn’t really a tempo deck. Each turn you are looking either to create a board from scratch because your opponent cleared the previous one, or you are looking to buff your existing board. Cenarius is a premium choice for both.

    Reply
    • DrNoOne
      September 26, 2018 at 5:23 am

      Also, and it goes without saying, playing Cenarius with Floop in hand is absolutely broken.

      Reply
    • Stonekeep - Author
      September 29, 2018 at 12:57 am

      Cenarius is a pretty interesting idea, I’ll definitely give it a try. I remember trying him out before Boomsday, and he worked… weelll, he DID work, but I didn’t feel like he’s amazing. However, Floop might be a game-changer – after the first slow turn you get a second, insane one. 4 mana for a 3/4 + a massive buff, but even 3/4 + 2x 2/2 Taunt is amazing.

      Reply
  5. Vothart
    September 25, 2018 at 7:58 am

    Is strongshell scavenger a good choice of you decide not to run oaken summons? In my opinion it’s great to combo with giggling and spreading plague

    Reply
    • Stonekeep - Author
      September 25, 2018 at 8:41 am

      The deck was just updated to feature the Strongshell Scavenger. Yes, it’s a good option if you cut Oaken Summons and add Saronite Chain Gang on top of the previous list. That’s why it’s the most popular version of the deck currently 🙂

      Reply
  6. C.D.
    September 24, 2018 at 1:45 pm

    plz update the guide. I’m pretty sure this is a witchwood list, and also I don’t get what floop is for in the newer list, or why no voilet

    Reply
    • Stonekeep - Author
      September 25, 2018 at 3:51 am

      This was not a Witchwood list, it was Boomsday Project list from earlier (there was no Giggling in Witchwood). But the guide was just updated for the currently most popular version.

      And Floop, as explained in the updated guide, is a flex card. It can be a 0 mana 3/4 when you play it after Arcane Tyrant, it can be an extra Giggling Inventor (but cheaper and with a 3/4 main body, making it absolutely broken). You can also use it to play two Strongshell Scavengers if you have a board with a bunch of Taunts. Or just as a better Saronite Chain Gang, but the last option is usually the worst one.

      Reply
  7. Herman Byre
    September 12, 2018 at 12:27 am

    i dont have the dust to craft malfurion, is there a good replacement out there? i have been running lich king in his place

    Reply
    • Myqj
      September 21, 2018 at 5:44 pm

      isn’t this deck guide out of date? most people are running the taunt variant and that uses a slightly different strategy and mulligans.

      Reply
      • EpicNinja
        September 22, 2018 at 11:50 am

        Currently I run this deck as I counter a lot of Deathrattle Hunters.
        – Power of the Wild – Oaken Summons – Violet Teacher
        +Flobbidinous Floop + Saronite Chain Gang + Strongshell Scavenger
        Mulligan: Floop, Wild Growth and Spellstone

        Reply
  8. TrungNguyen
    September 4, 2018 at 9:29 pm

    How good is this deck? I can craft it by disenchanting all of my useless cards!

    Reply
    • Belton
      September 10, 2018 at 10:24 pm

      It is very strong right now but requires little to no thinking, however if you’re looking for a skill based deck you might want to play something like malygos druid or a control based deck.

      Reply
      • TrungNguyen
        September 10, 2018 at 11:22 pm

        Ok! Thanks for the reply!

        Reply
    • Ghultaan
      September 21, 2018 at 6:59 am

      It´s an autoplay…

      Reply
  9. Rickerd86
    September 2, 2018 at 5:13 pm

    Is illidian stormrager a good card for this deck? in case the answer is yes, for which card will it be a good substitute?

    Reply
    • Dragilion
      September 3, 2018 at 1:34 pm

      I believe it looses sunergy since its cost is at 7. You can’t “protect” the minions you get out of it with soul of the forest.

      Reply
      • Dragilion
        September 3, 2018 at 1:36 pm

        Adding to my reply: unless you somehow rebuild the deck with innervates and the new Biologi project, then at 10 mana you could build a decent board.

        Reply
  10. Belton
    August 26, 2018 at 9:07 pm

    What is the best counter for this deck?

    Reply
    • Stonekeep - Author
      August 28, 2018 at 4:40 am

      Slow Warlock decks such as Control or Cube Warlocks are probably the best counters.

      Big or Taunt Druid also work pretty well – especially Big Druid, since it does run Plague.

      Reply
      • kalina88
        August 30, 2018 at 7:27 am

        Cube Warlock works really well against this…Unfortunately for me 😀

        Reply
        • Belton
          September 2, 2018 at 4:06 pm

          You filthy meta slave you should be ashamed that you aren’t using whizz bang to climb like me 🙂

          Reply
  11. Clonko
    August 25, 2018 at 7:51 pm

    Would Illidan Stormrager be good in this deck? And if it is, what card should it replace?

    Reply
    • Clonko
      August 25, 2018 at 7:52 pm

      Same thing for Floop’s Glorious Gloop

      Reply
  12. GlosuuLang
    August 22, 2018 at 8:36 am

    The guide still mentions keeping Oaken Summons because it can pull Ironwood Golem from the deck. But the deck list doesn’t have Ironwood Golem.

    Reply
    • Stonekeep - Author
      August 22, 2018 at 10:56 pm

      Yeah, sorry, I updated it throughout the guide, but forgot to do it in the mulligan.

      Oaken Summons is still a good keep – getting 6 Armor for free and thinning your deck is good in every matchup 🙂

      Reply
      • GlosuuLang
        August 23, 2018 at 1:04 am

        No worries. It must be a nightmare keeping all guides up-to-date. We’re here just to help.

        Oaken Summons is a bit weaker now that you only run 2 4-drops. Many times you will draw a Violet Teacher before your Oaken Summons, and that sucks. With Ironwood Golem in it was rare that Oaken Summons was a dead card. But I totally get it, Inventor is much more powerful than Golem, so it’s replacement is justified.

        Reply
  13. Nixx
    August 18, 2018 at 12:17 am

    Is Floop’s Glorious Gloop worth crafting? Is it played only in token deck?

    Reply
    • Josse
      August 18, 2018 at 2:36 pm

      Yeah so far I’ve not seen it being used anywhere else, but I guess that it’s replacable.

      Looks not like the best craft for me at least.

      Reply
    • Vincent Lemay
      August 18, 2018 at 6:04 pm

      If you play token druid, you should definetly craft this, as it often alllows you to get a big tempo swing, mostly against aggro decks (paladin, zoolock or rogue). Most of the time, it’ll get you 5 mana or more, which can allow you to get your board back if you traded with your tokens or get a bigger board advantage if you used your spells to clear your opponent’s minions. As a token druid player, I can say it has worked very well for me. However, I don’t know any other decks that could fit this one in.

      Reply
    • Stonekeep - Author
      August 22, 2018 at 12:55 am

      I’d say that it’s not worth it yet. Even the best Token Druid builds have been cutting it for now, and it doesn’t see play anywhere else.

      The card has its moments, but it’s more of a meta call – e.g. if Odd Paladin would be more popular, the card would be much better (because it would be easier to get some massive mana gains). But right now there aren’t lots of matchups in which it’s a great card, so I’d pass on it for now.

      Reply

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