Rise of Shadows Treant Druid

Class: Druid - Format: raven - Type: token - Season: season-61 - Style: theorycraft

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Deck Import

The point of this deck is pretty straightforward:

  • Play
    Treants. You have numerous ways to do that in any stage of the game.
    From Turn 3 onwards, you have 4 different cards which summon those guys.

  • Buff your Treants and (possibly) win!

Core cards:

  • The
    Treant package. Landscaping (x2), Soul of the Forest (x2), Force of
    Nature (x2) and The Forest’s Aid (x1) all serve to reliably put Treants
    onto the board. Treants are the main source of threat in this by being
    minions to buff with Savage Roar and Power of the Wild, and Treespeaker.
    I think no matter how many Treants you transform with Treespeaker, you
    manage to put sufficient threats on the board to cause your opponent a
    headache.

  • The
    “sticky” board package. As Trump said, Token Druid is not necessarily
    aggressive, but very sticky. This is the reason for the inclusion of
    Wispering Woods. Preferably you can summon 4-5 Wisps with that card
    which then can be buffed to summon more Treants on their death or
    inflict some damage to the opponent’s board and face.

Other cards:

  • Stalladris
    and the cheaper Choose one cards. Stalladris, as most of you already
    expressed, is a good early game minion. Combo it with Crystal Power,
    Wrath, Power of the Wild and Nourish to get value and card advantage out
    of it. While the separate effects are somewhat overcosted, having more
    cards in your hand and possibly multiple copies of some of your valuable
    spells can be useful. Card advantage also enables Wispering Woods.

  • Witchwood
    Apple. Card advantage and Treants to play separately. Seems rather slow
    to me, but having minions to play and not just Hero Power and skip your
    turn possibly can be, if not game winning, a possible way to stall the
    opponent’s progress.

  • Crystal
    Stag. If the wording is correct and reliable, you have to restore 5
    Health in total the whole game to enable the Battlecry. 5 mana for two
    4/4 Rush minions is value and more bodies on the board for your buffs.
    It seems to me that it’s worth saving 2 slots for them.

  • Cenarius.
    Late game buff or it can save you some time if are in a slight
    emergency. Three bodies on the board or +2/+2 is worth one slot.

Possible problems:

  • Weak
    comeback potential. While I played out several scenarios in my head,
    it’s possible this deck will not be reliable at all, because some decks
    in the meta might be able to either rush you down (Small Spell Mage?
    Anti-Aggro Rush Warrior?) or always clear your board (any better and
    refined control deck).

  • Too slow. Not much to add on this one, though… Turn 1 and 3 seems especially problematic to me.

  • Situational
    spells. While Stalladris in the best case scenario can offer you a
    fuckton of value, he may be cleared easily in the mid and late game.
    Having only two somewhat overcosted card draw cards in this deck can
    cause problems. Reaching your Treant-generating spells and buffs for
    them are key to this deck’s success.

Possible inclusions:

  • More “in your hand” cards, especially Mountain Giant. Different version to this deck.

  • Sea
    Giant. It is possible that Sea Giant could be played in certain
    situations for a relatively cheap price. I’m thinking about it, though
    this deck is not a classic aggro deck to always have 5+ minions on the
    board.

  • Lucentbark,
    Ancients, Dreampetal Florist, Juicy Psychmelon. A bigger version of the
    deck. Not worth in my opinion, I didn’t find any good big minions
    besides these. Fandral would be helpful with the Ancients.

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