A child born from J4CHIECHAN, Spell Druid utilizes a lot of unconventional cards sometimes including Wisps of the Old Gods. Similar to the old Token Druid, the deck looks to stall and ramp up before flooding the board and buffing a plethora of minions.

There are now three major versions of this deck including the original Yogg-Saron, Hope's End + token generation, one that discards the tokens in favor of Arcane Giant synergy, and yet another that replaces the tokens with Malygos and Moonfire for added burst and more reliability.

General Strategy

  • Most of the time you’ll want to stall out to the mid to late game, eliminating enemy threats while building your hand with the required combo cards.
  • A big part of mastering Spell Druid is knowing your victory window.
  • Against more Control oriented decks, you want to use Fandral Staghelm to its maximum potential.

Counter Strategies

  • Too much early pressure can be a big problem for Token Druid. Aggro decks need to be dealt with carefully.
  • On the other hand, really heavy control decks leave you without enough damage to finish the job.

Wild vs. Standard

This deck largely exists because of the weaker overall status of Standard. Without all of the old tools to punish a slower playstyle, Spell Druid is now able to build chip away at the enemy's health turn over turn before bursting them down. But can it compete in Wild? J4CKIECHAN doesn't think so, "I don't think Yogg Token Druid would be strong enough to compete in Wild." He's given us some recommendations for changes including the removal of Mire KeeperRaven Idol, and one Nourish in favor of the old powerhouses of Haunted CreeperPiloted Shredder, and Dr. Boom. However, now that the decklist has shifted away from token generation, we've chosen to only include the latter two.

Playstyle, Tips, and Notes

Mulligans are really important with this deck. Drawing into early ramp or removal is crucial to ensure that you make it long enough to actually fulfill your win condition.

Make sure to try and play around board clears, particularly with Warriors and Shamans, the likes of which your deck can usually match if played correctly.

Mulligans

When in doubt, always mulligan for an aggressive deck.

Against aggro, you want early ramp and cheap removal. This includes things like InnervateWild GrowthMire KeeperWrath, and Living Roots.

For a more midrange matchup, you can focus more on the ramp as getting to your midgame threats faster will help you win the game.

Control plays out very similarly except you’ll need to be on the offensive to get enough damage in on time. Priests can be a bit rough due to their board clears, but luckily they’re one of the least represented classes at the moment.

Tech/Replacement Cards

Matchups

Good Neutal Bad
Freeze Mage Beast Druid Zoolock
N'Zoth Paladin Tempo Warrior Aggro Shaman
Dragon Warrior Midrange Hunter Midrange Shaman
Tempo Mage C'Thun Warrior  
C'Thun Druid Control Warrior  
Control Priest Miracle Rogue  
Miracle Rogue    
Renolock    

 

 

 

Special thanks to Fade 2 Karma's J4CHIECHAN for helping us with this guide.