Our Aggro Token Druid deck list guide features the best post-nerf deck list for Season 47 (February 2018). Our Aggro Token Druid guide also contains Mulligan advice, card combos and strategy tips.
Aggro Token Druid is not a new Hearthstone deck by any means whatsoever, but the launch of the Un'Goro expansion added quite a few new toys that made the archetyp considerably more powerful than it had previously been. The release of other card sets throughout 2017 have only enhanced the deck's strengths, and as with most Druid decks it's an incredibly powerful way of climbing the ladder in the current meta. It is, to be absolutely clear, one of the best decks in the game full-stop right now.
In our extensive guide to playing a very aggressive version of this popular archetype we've got an exceptionally strong and refined deck list for you to plough through the competition with. We've also added a brief overview of the strategy behind playing the deck. Following that we've got some Mulligan tips to help you get off to the best possible start, along with a comprehensive breakdown of all the combos you've got to play around with. We cannot stress enough how important it is you familiarise yourself with all of these as it's a crucial aspect of mastering the deck.
It's hard to say whether or not Aggro Token Druid will continue to be as strong in the longer-term Kobolds and Catacombs meta, but we'll keep adding new insights to this guide for as long as it's relevant. We'd love to hear about your own experiences with it in the comments, so we can all get better at this one together! Let us know of any refinements you've made as well.
UPDATE - 13th FEBRUARY 2018
Like all aggro decks Token Druid has taken quite a pummelling in the latest round of card nerfs, but it's also starting to settle down into its pre-Pirate format. If you've played this archetype for a while then you should have no trouble reverting back to the old version.
Aggro Token Druid deck list and strategy
Here's an Aggro Token Druid deck list that we believe is the most consistently powerful one you can use at this stage of the Kobolds meta. We'll be tracking this one for updates and will make sure you always have the most powerful version of it:
|2 x Enchanted Raven||2 x Snowflipper Penguin|
|2 x Mark of the Lotus||2 x Dire Mole|
|2 x Druid of the Swarm||2 x Fire Fly|
|2 x Mark of Y'Shaarj||2 x Dire Wolf Alpha|
|2 x Power of the Wild||2 x Vicious Fledgling|
|2 x Savage Roar||2 x Spellbreaker|
|1 x Branching Paths||2 x Bittertide Hydra|
|2 x Living Mana||1 x Leeroy Jenkins|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAZICAq8EntICDvcD5gXyBdkHwasCtrMCzbsChsECn8ICr8IC68IC4soCm80Ci+UCAA==
The strategy behind playing Token Druid is pretty simple really.
You have a large number of very cheap minor minions which you then buff up using your various spells. When exactly to buff your minions isn't always clear, although you must keep in mind the potential AOE clears that your opponent might be able to make use of. In these situations, you need to choose the most awkward buff that will leave your creatures out of reach.
When you're playing against aggro opponents board control is king, and whoever manages to hold onto the board will likely end up snowballing the board. If your minion will survive, make the trade and hope you draw into some buff spells in short order.
Don't be afraid to use Savage Roar to stop things getting out of control either, and just keep fielding new minions whenever you can - you're unlikely to be dropped by AOE against an aggro opponent.
In control match-ups, you are unlikely to have any trouble gaining control of the board in the early game, and it's a firm race to the finishing line in terms of face damage. You cannot waste any time pushing damage, as it's only a matter of time until AOE or an obstructive minion comes into play.
Only make trades if it leaves you clearly ahead on the board and with an extra minion that might live to be buffed on a subsequent turn.
One thing that's worth outlining here is how Living Mana works. When you cast this spell, you'll summon 2/2 minions onto the board, and lose a Mana crystal for each one that spawns. When each one dies, you get your crystal back.
Note, however, that you can only have 7 minions active at anyone time, so if you cast this on Turn 10 on an empty board, you'll still have 3 Mana left to play with. Something to think about when planning out your Mana usage.
For greater insight into what makes this deck tick, take a close look through the combo section towards the bottom of this page.
More great Druid guides:
Aggro Token Druid Mulligan guide
Any of your early-game minions make good plays at the start of the match. Enchanted Raven, Dire Mole, and Fire Fly are all excellent starting minions. If you have board presence taken care of, you might want to keep Mark of the Lotus, or Mark of Y'Shaarj if that early game minion is a Beast.
If you have The Coin, you might consider keeping Druid of the Swarm as it offers you a huge amount of flexibility. Either you can put up a defensive wall (most commonly), or you can eliminate a particularly problematic early threat.
Aggro Token Druid tips, card combos and synergies
Here are all of the big combos you need to know about with Aggro Token Druid:
- The following cards can all be used to turn your mass of minions into much stronger creatures: Mark of the Lotus, Power of the Wild and Savage Roar.
- Note the extra Beast card draw synergy that exists between Enchanted Rave / Dire Mole / Dire Wolf Alpha and Mark of Y'Shaarj. This is a very nice early-game play if you can pull the combo off.
- Watch your positioning of Dire Wolf Alpha. As a general rule it's a good idea to keep one side of the board for your smallest minions, and the other for your biggest. That way you can drop the wolf between your weaker minions and have the boost cycle through multiple minions if you need to trade into something big on the other side of the baord.
- Although you can technically apply Spellbreaker to Bittertide Hydra to remove the self-damage danger, you probably want to save this card for a problematic taunt on the board. Having said that, there will be times when it's correct to use Spellbreaker in this way.
- When Vicious Fledgling attacks the enemy hero - not their minions - it will be put through the Adapt process. This allows you to choose one of three buffs for the creature, selected randomly from a pool of ten possible buffs. Ideally you'll get Windfury the first time, so you can attack again on the same turn and get another buff! Here are all the Adapt options:
|Crackling Shield||Divine Shield|
|Flaming Claws||+3 Attack|
|Liquid Membrane||Can't be targeted by spells or Hero Powers|
|Living Spores||Deathrattle: Summon two 1/1 Plants|
|Rocky Carapace||+3 Health|
|Shrouding Mist||Stealth until your next turn|
|Volcanic Might||+1 / +1 stats|