Nature Imbue Druid

Class: Druid - Format: wild - Type: tempo - Season: season-132 - Style: theorycraft

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Deck Import

Mulligans

General Mulligans

These would be generally good to see in your opening hand.

Aggro Mulligans

Just trying to get anything onto the board early or means to survive a little bit, if the meta is aggro more protection would be added to deck.

Control Mulligans

For control we would be lucky to use our nature spells to generate better and better heropowers, where each use of our hero power would require an answer from them would keep the pressure up, and turn 5 plays like Grove Shaper + Innervate + Symbiosis would be 7/10 worth of stats and 2 extra nature spells back to hand.

Use cheaper nature spells early on to ramp up your Imbued Heropower thanks to Hamuul Runetotem and later on double dip into your spells with Grove Shaper .

17 Nature spells will get our Plant Golems from the Heropower to 9/9’s but we have multiple ways to produce more random nature spells so the upper limit is higher depending on luck.

We have 2 minions to help double dip into our Heropower with Sing-Along Buddy and Dreambound Disciple one allowing us to get 2 Plant Golems the turn they come down and the other allowing for earlier aggressive free Heropowers.

Not an optimised list, some cards are included due to theme Ysera, Emerald Aspect and Forest Lord Cenarius, which will most likely be changed on format, either faster minion/protective taunt minions if the format is very fast or swapped out for longer game minions like Kil'jaeden if the game looks extra grindy.

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