Our Aggro Token Druid deck list guide features the best deck list for The Witchwood (May 2018). Our Aggro Token Druid guide will also be updated with 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 archetype considerably more powerful than it had previously been. The release of other card sets throughout 2017 only enhanced the deck's strengths, and it's still fighting hard in the current Witchwood meta.
In our extensive guide to playing a very aggressive version of this popular archetype we've got a 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 return to its previous highs over the next couple of months, 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 - 3RD MAY 2018 - THE WITCHWOOD
We've highlighted the most popular version of Aggro Token Druid that's currently seeing play, and you should make sure to import the latest version of the Deck ID. The rest of this guide has also been tweaked to match those changes, so make sure you brush up the latest Mulligan and combo advice while you're here.
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 Witchwood meta. We'll be tracking this one for updates and will make sure you always have the most powerful version of it:
|2 x Lesser Jasper Spellstone||2 x Arcane Tyrant|
|2 x Wild Growth||2 x Sea Giant|
|2 x Greedy Sprite|
|2 x Savage Roar|
|2 x Branching Paths|
|1 x Ironwood Golem|
|2 x Oaken Summons|
|2 x Soul of the Forest|
|2 x Swipe|
|2 x Wispering Woods|
|2 x Nourish|
|2 x Spreading Plague|
|1 x Malfurion the Pestilent|
|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: AAECAZICApTSApnTAg5AX9MB/QLmBeQIoM0Ch84CmNICntIC29MChOYC+eYC1+8CAA==
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 spells like Savage Roar. 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 a threat and winning the match. 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.
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
Wild Growth is an amazing early-game card as the earlier you play it, the more benefit you'll gain across the whole of the match. Greedy Sprite provides a similar effect along with a board presence, while Oaken Summons is guaranteed to grab a remaining Sprite and pop it on the board.
Aggro Token Druid tips, card combos and synergies
Here are all of the big combos you need to know about with Aggro Token Druid:
- Play Wild Growth as early on as you can, because you benefit from that extra Mana Crystal in every subsequent turn.
- Greedy Sprite is another character to get into play quickly. When he dies, your Mana Crystal reserves will likewise increase by one.
- Assuming you've a Greedy Sprite left somewhere in your deck pile, Oaken Summons is guaranteed to bring it into play - it's the only qualifying target minion to recruit.
- In its basic form, Lesser Jasper Spellstone does two points of damage to the target minion. Gain three points of Armor while it's in your hand and the damage value increases to four. Gain another three Armor and the damage value maxes out at six.
- When you cast Wispering Woods you'll gain a 1 / 1 minion on the board for each card that remains in your hand at the time of casting.
- Spreading Plague summons a 1 / 5 minion with Taunt on your side of the board. If the oppponent still has more minions than you afterwards, the spell is automatically cast again. This process repeats until you both have the same number of minions in play.
- Sea Giant costs one less Mana for each minion - friendly or enemy - that's on the board, and has particular synergy with Wispering Woods.
- If you've cast a spell that cost five or more Mana, Arcane Tyrant can be fielded free of charge on the same turn. In this particular deck list, the qualifying spells are Nourish, Spreading Plague and Ultimate Infestation.
- Soul of the Forest gives all of your minions a Deathrattle effect that summons a 2 / 2 Treant in their place when they die. Think of cards like Wispering Woods in this context, and how you could then empower those Treants with Savage Roar after your opponent wipes your board.