(Post nerf) Wild Aggro Druid

Class: Druid - Format: wild - Type: aggro - Season: season-57 - Style: budget

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Deck Import

Mulligans

General Mulligans

1 drop minion is very important (except patches the pirate, which in this case should mulligan away the card) . If you don't have one drop in starting hand, fully mulligan unless you have living root or mark of the lotus, which can be considered a keep especially against rogue, as they have a hard time removing your buffed minion. If you have enchanted raven or dire mole as your one drop,  keep mark of y'shaarj, and if you have bloodsail corsair or living roots as your starting hand, keep mark of the lotus and power of the wild to buff the minion. 

After the nerf of Kingsbane and Combo Druid, a lot of greedy decks like miracle rogue appeared on ladder. Also, odd rogue is gaining huge popularity because of the nerf of odd paladin. Aggro Druid can pretty much punish all the greedy deck and odd rogue. The only concern is against big priest, but aggro druid can have lethal on turn 5-6 normally, which should be able to dodge the Psychic Scream . Even though there is always the fear of Dragonfire portion , we have Living Mana to fall back on. 

Branching Paths and Golakka Crawler are questionable card choice. 

I will suggest Fandral Staghelm and Cobalt Scalebane for branching paths or golakka crawler

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