Druid’s Must Have Card and Budget Deck recommedation
Since the spells for Druid has been cut last patch, I chose the swarm strategy. And first of all let me introduce the must have cards for druid.
1. Keeper of the Grove
This should be the first card to craft if you have spare dust. He can solve too situations: silence an obstructive minion or kill one with 2 health left. And the 4/2/4 character is fine with Druid’s buff.
For AOE, Druid has Wipe and Starfall, Starfall is more flexible than Wipe. 2 damages for all enemy minions work well against swarms. And also it is a good way to deal with the big minion. If you can attach it yet, you may use Starfire to substitute.
Wrath is a white card which costs only 2 mana crystal. Though it can’t hit the hero now, it is great to deal with the obstructive minions.
4. Druid of the Claw
Druid of the Claw is one of the greatest minions of Druid. 5/4/4 promise both good survival and attack ability. And it is useful for both defensive and offensive. I’ll say take 2 if you can.
You can take a Naturalize for emergency in case of your opponent make some big minion or your own big minion was controlled. But two cards for opponent is a problem you need to think twice.
Azure Drake has 2 spell. You mainly have it for the spell damage buff. It is not a necessary card. If you can’t afford it you can take Novice Engineer to draw cards.
I like this card because it have Taunt and Shield. You can nausea your opponent in mid-game. And Boulderfist Ogre or Lord of the Arena are the alternatives.
I think Chillwind Yeti is strongest minion among all 4 mana minions. 4/5 character have a good survival ability. Put it in early game usually take two cards of your opponent to take it done.
And Here is my Deck:
0 Mana Crystal
1 Mana Crystal
2 Mana Crystal
Mark of the Wild x2
Acidic Swamp Ooze x2
3 Mana Crystal
Big Game Hunter
4 Mana Crystal
Keeper of the Grove x2
Chillwind Yeti x2
5 Mana Crystal
Druid of the Claw x2
Azure Drake x2
Ancient of War
Ancient of Lore
Ironbark Protector x2