Lucentbark Wall Druid v0.75

Class: Druid - Format: dragon - Type: control - Season: season-61 - Style: ladder

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Deck Import

Mulligans

So the idea is to use Lucentbark, and it’s probably going to die anyways, so you’re going to need to keep at least 1 Crystal Power or at least to keep the 5 Health card from Keeper Stalladris. You then use that card for the next turn, and then play Faceless Manipulator to get 2 Lucentbarks. Somewhere before or after that , you Also need to play at least 1 Deranged Doctor to Restore 8 Health, and this is where the “Infinite” value comes from, because your next turn after that all of that, all you need to do is play Da Undatakah, and let him do all the work for you. He now has Lucentbark and Deranged Doctor‘s Deathrattle, so every time he dies, he’s just going to come back alive, along with the other copies for the Lucentbarks, because of Deranged Doctor ‘s Deathrattle of Restoring at least 5 Health, as long as you have at least 25 Health, not Armor. The only reason for why I used 2 Doctors was to stay alive from Fatigue for as long as I can. After that you can then just use Gloop Sprayer, and copy out if you want a wall of Lucentbarks, or if you want more Da Undatakahs to further sustain against not dying.

It’s a lot of building up the pieces together, but if you can pull it off not only will Wall Druid return AND without the help of Hadranox or Naturlize, but also other players can adapt along with a deck roughly similar to this as time goes by, and they can make a more flexible deck than my one, because I feel like mine isn’t all the perfect since I just feel a little slow in the Early Game, so I might need some feedback as to what i need to trim out and what cards I need to keep.

So consider this as kinda a Ladder Deck, and kinda a Theorycrafting Deck, because to actually pull off, is probably one of the most powerful values we have as of yet, but the biggest drawback is that I feel it’s lacking in the Early game.

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