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Taunt Druid deck list guide - September 2017 - Hearthstone

The first edition of our guide to playing this hugely anticipated new archetype.

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

Our Taunt Druid deck guide features the best deck list for Season 42, with Mulligan advice, strategy tips, card combos and synergies.

Taunt Druid is a Hearthstone deck that's tipped to be quite the thing in the Frozen Throne meta, thanks in no part to the generous selection of Taunt synergies that have been provided to the hero, right off the bat. At just about every stage of the game you have Taunt options to play with, before Hadronix shows up in the late-game to rescue you from disaster. Then there's The Lich King, who'll feed you one of those delicious new Death Knight cards.

The exact formulation of this archetype will of course change rapidly in the next few days, let alone the coming weeks ahead of us. Still, the deck list we've highlighted in this article is very representative of the collective theorycrafting which has taken place since the last of the card reveals took place. We will also update this article continuously throughout the launch window, and revise our deck list - and combo advice - accordingly.

For now, we must add our usual cautionary note that you should avoid crafting any of the expensive cards in this deck unless you are dripping in crafting dust. Where a single copy of a card exists, it may well vanish from the next update. Where two cards are included, there may only be one further down the road. No one can say for sure right now.

Still, we think this should give you a pretty good starting point for the archetype, and you should absolutely experiment with card choices to fill in any gaps. Who knows, you might even end up making the next big thing yourself! Once things have settled down - and we have live experience with the deck - we'll move on from a theorycrafting position and expand on all areas of this guide.

Our Frozen Throne: Best Decks and Guides hub contains everything you need to get stuck into the new meta!

Taunt Druid deck list and strategy

Here's a pretty representative version of Taunt Druid. We will be updating this article throughout the launch window, so check back regularly for updates. We will make a note right here to outline any updates that have occurred.

DruidNeutral
2 x Innervate1 x Barnes
2 x Druid of the Swarm1 x Harrison Jones
2 x Wild Growth1 x Sunwalker
2 x Wrath1 x Primordial Drake
2 x Crypt Lord1 x The Lich King
1 x Fandral Staghelm
2 x Strongshell Scavenger
2 x Swipe
2 x Druid of the Claw
1 x Fatespinner
2 x Nourish
1 x Spreading Plague
1 x Ancient of War
1 x Malfurion the Pestilent
1 x Hadronox
1 x Ultimate Infestation

Once the expansion is live we will add the Deck Import code to this section of our article so you can add it to Hearthstone nice and easily!

While we wait for the meta to begin - and we know what you're facing out there - the combo tips section at the bottom of this article will provide you with the bulk of the advice you need to get started with this deck.

For now though, let's take a look at the signature Frozen Throne cards and why they're included here.

- Druid of the Swarm provides either incredible early game board presence - particularly combined with The Coin - or a frustrating Poisoned minion for your opponent to have to either sacrifice a minion to, or waste a precious resource eliminating. Further synergy exists with Fandral Staghelm, allowing you to have the best of both worlds.

- Crypt Lord seems like a bit of a no-brainer at this stage of the Frozen Throne meta, thanks to its stubborn Health value that only becomes more problematic the longer it survives on the board. People like to dive straight into aggro decks at the start of a new expansion, so this could prove a key card for the archetype in the early days at least.

- Strongshell Scavenger serves to buff any of the Taunt minions you have out on the board, just as you might do with a Token deck. The later you can play it the better we imagine, as its raw stats for the Mana cost aren't exactly setting the world on fire.

- Fatespinner features a mechanic all of its own, and allows you to apply one of two buffs to every minion on the board. The twist? Your opponent won't know which one you've chosen, and will have to deduce it from the way you play subsequently. This sounds like a lot of fun, but we do wonder whether it will prove a little problematic or gimmicky once a busy, thriving meta is under way. It was one of our favourite reveals from the set though for sure.

- Spreading Plague is another card that got a lot of attention during the reveal process. It will have greater value against the slowest decks of course, and so it needs to prove its worth against the meta before becoming an auto-pick. Too much fun to pass up on at this stage though, and not too restrictively expensive as a Rare card.

- Malfurient the Pestilent is the Druid's Legendary Hero card, and the associated hero power Plague Lord synergises wonderfully with the likes of Fandral Staghelm. It's hard to see how this one will fail to make the cut as long as Fandral's part of this deck - and the rotation in general.

- Hadronox is your very own, personal N'Zoth, the Corruptor, except it's laser-focused on summoning your Taunt minion back onto the board. The general vibe of the card reveals so far suggests we're in for a slow time of things in the Frozen Throne meta, and this seems like a card you're going to see a lot of in Taunt Druid.

- Saronite Chain Gang is 4 Mana for 4 / 6 of stats with Taunt, and so seems like pretty good mid-game value to us. Let's see how many of these make the final cut, although it seems like an auto-pick for this kind of deck right now.

More great guides:

Taunt Druid Mulligan guide

It's very hard of course to recommend hero-specific keeps right now, as we simply do not know what the Frozen Throne meta is going to look like in the coming weeks.

There are some cards that are going to prove useful in every situation though. Innervate and Wild Growth are our two old favourites here, and they are both more valuable the earlier on in the match you can make use of them.

Beyond that you'll value cards like Druid of the Swarm, Wrath (for quick aggro removal) and Crypt Lord as your early-game minions. It's worth having a think about Strongshell Scavenger if you received Innervate too, and how you might be able to reach up into it faster, or lay a quicker board down to be buffed.

As we've said, these are very early days right now. We'll update our guide with deeper Mulligan advice just as soon as we know how the rest of the deck roster is beginning to shape up.

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Taunt Druid tips, combos and synergies

Here are the various combos available in this particular version of the deck. When we update our recommended deck list, we'll ensure that the following advice reflects the changes as well.

- Play Innverate for free and you'll be able to spend two more Mana than you'd otherwise have been able to on the same turn.

- Wild Growth increases your available Mana by one for the rest of the match. Played on Turn 10 you'll be rewarded with an Excess Mana card that allows you to pull another card from your deck.

- Every minion you summon onto the board (not just the cards you play), will increase the Health value of Crypt Lord by a single point.

- Fandral Staghelm will cause both of your Choose One options to be triggered. The following cards are affected by this minion: Nourish, Druid of the Swarm, Druid of the Claw, Ancient of War and Malfurion the Pestilent.

- Every Taunt minion you have active on the board will gain 2 Attack and 2 Health when you drop Strongshell Scavenger into play. Try to get as much value as you can from this card, as its stats aren't great on their own.

- Hadronox will fill your board with friendly dead Taunt minions when he's put into play. Obviously you don't get to choose how good they are, and there's a bit of a mixed bag in terms of stats in this deck.

- Harrison Jones will knock the weapon out of your opponent's hand, and will draw you one card for each point of weapon Durability that was trashed. This card will be important in what's looking like a very weapon-heavy meta, but you can swap it out for an Acidic Swamp Ooze if you're really strapped for cash (although if you're strapped for cash, you're unlikely to be wielding this deck!)

- When you put The Lich King into play, you'll receive one of the following Death Knight cards at the end of each turn:

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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