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Big Druid deck list guide - Kobolds & Catacombs (KAC) - Hearthstone

Our updated guide to playing Big Druid in the new Kobolds and Catacombs meta.

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About John Bedford

John is Metabomb's Editor in Chief, and is responsible for all of the Hearthstone news, features and guides content on the site.

Our Big Druid deck list guide outlines the best deck for Kobolds and Catacombs. This Big Druid guide also contains Mulligan advice, strategy tips, card combos and synergies.

Big Druid is a deck archetype in Hearthstone that let's you use hero-specific cards like Innervate and Wild Growth to accelerate the size of your available Mana pool. By doing so, you're able to dig much deeper into your pool of minions, and play much more powerful creatures than your opponent will be able to do at any given stage of the match. From here, it's a question of building an impenetrable defense, while simultaneously snowballing an overwhelming threat.

It's a deck that's been popular in one form or another since the very earliest days of Hearthstone's existence, and it's been given an extra shot of power with the release of Kobolds and Catacombs. The mixture of old and new cards is looking particularly potent right now, but you should still be cautious with crafting some of the more expensive cards here - pre-release the deck wobbled between Tier 2 and 3 wherever you happened to look.

Assuming you have the necessary cards though, our Big Druid guide contains a very strong and refined version of the deck, along with some general strategy advice for piloting it. After that we've got some Mulligan tips for you, before we break down all of the combos that give this deck such an extraordinary amount of power.

Update - 14th December 2017

Although Big Druid has far from settled down in the early Kobolds meta we're not making any changes to our recommended deck list at this stage. We'll have another update for this archetype in the near future.

Big Druid deck list and strategy

For launch we thought we'd highlight Kolento's new version of Big Druid. Like all decks at the moment it will change rapidly as the meta gets into full swing, but we'll be monitoring the archetype's progress and will update our guide with all the necessary changes.

DruidNeutral
2 x Earthen Scales1 x Medivh, the Guardian
2 x Lesser Jasper Spellstone2 x Primordial Drake
2 x Wild Growth1 x The Lich King
1 x Wrath1 x Malygos
2 x Greedy Sprite1 x Deathwing
2 x Mire Keeper1 x Deathwing, Dragonlord
2 x Swipe1 x Y'Shaarj, Rage Unbound
1 x Twig of the World Tree
2 x Nourish
2 x Spreading Plague
1 x Malfurion the Pestilent
1 x Kun the Forgotten King
2 x Ultimate Infestation

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAZICCpvoApnTAsLOAuC7AqG3Ap+wAqirAsQGwga0Awr55gKY0gKHzgKg zQLJxwL5wAK+rgLkCF9AAA==

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We reckon holding your nerve through the early-game is probably the toughest part of playing Big Druid. Factor in Mana-boosting effects like Wild Growth and Innervate and it gets a little tricky to explain how exactly you should handle individual situations.

The broad idea of playing this deck though is to use those cards to gain a significant tempo advantage over your opponent, and get bigger minions on the board that they'll struggle to deal with - at least in an efficient way.

Beating aggro opponents

Any aggressive opponent worth their salt is going to take one look at Druid - and its late-game threats in particular - and go hell for leather to get over the finishing line first. For that reason your most pressing duty in the early game is to simply use your ramp cards, minimise the opponent's board development as best you can, and get to the late game in one piece.

Beating control opponents

Nothing really changes in terms of the early game when it comes to handling slower, control-orientated opponents. Against these guys, ramping becomes even more important so you can field beefier minions of your own, and do so sooner than they can get their own behemoths out onto the board.

Big Druid Mulligan guide

Wild Growth is the most important card that you need to look for during the Mulligan phase. The sooner you can play it, the more benefit you'll gain from its incredible Mana-boosting effect across the rest of the match.

New card Greedy Sprite adds further fuel to your ramping fire and fills the three Mana slot nicely in this regard. Mire Keeper is another fantastic keep and will also help you reach your own personal end-game much faster than usual.

Should you just happen to have those three slots taken care of, Nourish is the next card to dig for but it's a considerably lower priority for this kind of deck.

Once the Kobolds and Catacombs meta has been established we'll come back and update this section of our guide with recommended keeps for each opponent. We just need to see how things look first.

More great Druid guides:

Big Druid tips, combos and synergies

Here's how the combos all stack up in this particular version of Big Druid. Careful study of these will definitely improve your play if you're new to piloting this sort of deck.

- You've got some massive targets for Earthen Scales to hit - just look at any of your late-game minions for inspiration here!

- When Spreading Plague is cast you'll gain a 1 / 5 minion with Taunt. If your opponent still has more minions than you, the spell will be cast again. This process repeats until you and your opponent have the same number of minions.

- Medivh, the Guardian puts a 1 / 3 weapon in your hand when he's played. Every spell you subsequently cast will use up a charge of this weapon, and summon a random minion that costs the same as the spell you played.

- Be very careful not to nuke your vital late-game cards with Deathwing! This creature's more for mounting a comeback after it's all gone wrong. Note that Deathwing, Dragonlord can also pull this card onto the board without the negative Battlecry effect going off.

- Lesser Jasper Spellstone costs one Mana and does two damage in its basic state. If you can gain three Armor by any means, however, that damage increases to four points. Gain another three Armor and the card maxes out at six damage. Malfurion the Pestilent will be your main source of Armor here, but don't forget your vanilla Hero Power (you can upgrade Spellstones incrementally) or Earthen Scales.

- When Kun the Forgotten King is played, you'll be able to either grab 10 Armor to keep you in the game, or just effectively take your turn all over again!

- All of the minions in this deck are big, fat and juicy and so you are highly encouraged to play Y'Shaarj, Rage Unbound as soon as you can. If you can tuck it behind The Lich King though, you'll likely get even more pulls from this powerful creature.

- Be mindful of the damaging effect of Primordial Drake, and the fact that it hits your own side of the board as well as the opponent's.

- Malygos increases the damage of all your spells by a massive five points. Even cards like Wrath and Swipe get a huge boost in this context but consider Ultimate Infestation most importantly. If the opponent can't remove Malygos, this spell's good for 11 points of damage wherever you feel like sending it.

- You need to plan out your turn with Kun the Forgotten King quite carefully here. Drop him and you can get your ten Mana back. If you can time this play with the last charge of Twig of the World Tree, however, you can essentially take your ten Mana turn three times.

- When played, Medivh, the Guardian grants you a 1 / 3 weapon. When you cast a spell, a minion of the same cost will be summoned onto the board and your weapon loses a point of Durability.

- At the end of your turn, The Lich King will add one of eight possible Death Knight cards to your hand, selected at random:

CostNameDescription
2Death CoilDeal 5 damage to an enemy, or restore 5 Health to a friendly character.
2Death GripSteal a minion from your opponent's deck and add it to your hand.
2ObliterateDestroy a minion. Your hero takes damage equal to its Health.
3Death and DecayDeal 3 damage to all enemies.
4Anti-Magic ShellGive your minions +2 / +2 and “Can't be targeted by spells or Hero Powers.”
5Doom PactDestroy all minions. Remove the top card from your deck for each minion destroyed.
6Army of the DeadRemove the top 5 cards of your deck. Summony any minions removed.
7FrostmourneDeathrattle: Summon every minion killed by this [5 / 3] weapon.

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