Our Budget Token Druid deck list guide for the Saviors of Uldum expansion will teach you how to play this budget list. This guide includes Mulligans, Gameplay Strategy, Card Substitutions, and Combos/Synergies!
Introduction to Budget Token Druid
Token Druid was always one of the better and cheaper options for Druid. While slower decks often use many Epics / Legendaries (especially if they are build around some sort of combo) which you can’t cut, Token version – even if it runs some expensive cards – can usually switch them out.
Token strategy in Druid is nearly as old as Hearthstone itself. The class could always take advantage of wide boards thanks to Power of the Wild and Savage Roar, and most of expansions feature some ways to flood it too (or even more buffs). The goal is to produce a solid board, have some minions survive to your turn, and then buff them or just drop Savage Roar and kill your opponent.
Druid fans playing on budget should be really happy this time around, because our budget version of the deck is basically a full-fledged version. That’s right – the only Legendary commonly played in Token Druid right now is SN1P-SN4P and it was given out for free during Rise of the Mech event. If you, however, started playing in Saviors of Uldum or came back after a long break and don’t own him, don’t worry – the deck is still good! Read the part on the bottom for a replacement.
Budget Token Druid Mulligan Guide
Higher Priority (Keep every time)
- Acornbearer, Mecharoo – Since Token Druid is a proactive, aggressive deck, you really want to have a fast opener, and that’s why you always keep your 1-drops. If you get both of them and can pick one, go for Aconbearer, since it’s a better one (2/1 stats are stronger and you’d rather have two 1/1’s in your hand than a 1/1 on the board most of the time).
- Dreamway Guardians – Great on-curve play – while you won’t be able to utilize Lifesteal that much, simply the fact that you put multiple bodies on the board makes it worth it.
Lower Priority (Keep only if certain conditions are met)
- EVIL Cable Rat – Keep only if you already have a 1-drop – getting a Lackey is good, but it’s too slow to put a 1/1 on Turn 2 if you skipped Turn 1.
- Microtech Controller – Keep only if you already have a T1 or T2 play (preferably both). While it’s a great follow-up to the plays above, it’s important to get them in the first place (because you really can’t skip T1 and T2).
- SN1P-SN4P – Keep with Mecharoo. Magnetizing it on curve is often game-winning – you create a body that’s difficult to remove and even if it gets removed, you still end up with 2x 1/1 on board. Silence is not very common in the meta, so there’s a high chance that you won’t get punished and it will carry you.
Budget Token Druid Play Strategy
The core strategy is to play waves of tokens until they stick, and then buff their attack enough to win the game in one turn. You’re expecting your opponent to waste their resources clearing your tokens, which is why the deck includes so many ways to produce them.
Against aggressive strategies you want to focus on not letting your opponent get too far ahead on board. Chip damage is less important for you than for your opponent, and now that Spreading Plague is gone it’s a lot harder for decks like this one to take the board back when the opponent has a firm grip on it.
Ideally you would save Savage Roar to win the game, but don’t be afraid to use it to clear the opposing board if you have to, even if you’re not quite desperate yet. This is not to say that you should play it liberally, but use your judgement. If it’s the only thing that will keep your opponent from running away with the board, then it’s time to play it.
Remember that Dreamway Guardians have Lifesteal, and buffing their attack will also buff your health. It might be important when facing other fast decks that want to rush you down (especially if you also use Hero Power to hit bigger minions and take a lot of damage that way). There’s also a little mechanic called Magnetize that comes handy in this deck. Try to keep at least one Mech on the board at all times, so you can use your SN1P-SN4P and Replicating Menace better. Using them as buffs means that you can push the extra damage immediately and don’t give your opponent a chance to clear them before you do that.
Since your deck is 100% board-oriented, knowing matchups and what cards they play is important – and I’m mainly talking about AoE removals. For example, Highlander Mage is pretty common and lots of builds run Flame Ward. If you see them putting up a Secret early, you can heavily suspect that it’s that one. So you have two ways to tackle it – either sacrifice your board and just build a new one, or try to buff your minions out of range with Power of the Wild / Blessing of the Ancients (or just play Soul of the Forest to respawn a full board). Attack with a highest attack minion that will die too first, since it only triggers AFTER an attack. If Mage does not drop Flame Ward, however, the earliest they can drop an instant AoE is Turn 6 and Blizzard, so you have quite some time to try to rush them. Then let’s say Control Warrior – they run Brawl and Warpath, so you should be safe during your first few turns, but especially Warpath gets really deadly in the late game, since it plays around Soul of the Forest very often (if they can clear the first bodies in 1-2 Warpaths then they can play it twice more and clear 2/2’s too).
Long story short, the general idea behind running this deck is to play around your opponent’s AoE by either buffing your minions out of range (if it’s AoE that deals damage) or not overextending right before your opponent’s AoE turn. Put enough minions/power on the board to threaten them (around 4-5 minions should be perfect), but not enough to not have a refil in your hand. Ideally, you want to bait their AoEs first with your mid-sized boards and once they’re out, you go all in and try to close out the game quickly.
Future Card Replacements for Token Druid
Like I’ve mentioned in the introduction, this build is as close to a full meta deck as it gets. The only thing I will mention is, funnily enough, a BUDGET replacement. If you missed SN1P-SN4P and didn’t get him for free, but you still want to play this deck, you can just replace him with another Harvest Golem or Wrath.
Alternatively, you can try out a slightly more expensive Treant-oriented build, although I haven’t tested it out myself and it has a pretty low sample size, so I can’t really tell if it’s better or not.