Our Big Druid deck list guide features the best deck list for Season 54 of Hearthstone (September 2018). Our Big Druid guide also contains Mulligan advice, card combos and strategy tips.
Big Druid is a deck archetype in Hearthstone that let's you use hero-specific cards like Wild Growth, Greedy Sprite and Nourish 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, but it was given an extra shot of power with the release of Kobolds and Catacombs. Since then it's gone from strength to strength thanks to the addition of a number of powerful Dragon synergies, and now enjoys a spot pretty high up on the deck tier list.
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 - SEPTEMBER #1
No changes for Big Druid at the start of September, and the deck list is about as optimised as it's likely to get in the Boomsday era. Still, we'll keep monitoring this one along with all of our deck guides, and if a more competitive version of the deck emerges we'll swap it in here!
Big Druid deck list and strategy
This is the most competitive version of Boomsday Big Druid that's seeing play at this stage. We'll keep updating our recommended list for as long as the deck is relevant.
|1 x Biology Project||1 x Drakkari Enchanter|
|2 x Lesser Jasper Spellstone||2 x Bright-Eyed Scout|
|2 x Naturalize||2 x Primordial Drake|
|2 x Wild Growth||1 x The Lich King|
|1 x Greedy Sprite||2 x Dragonhatcher|
|2 x Branching Paths||1 x Master Oakheart|
|1 x Flobbidinous Floop||2 x Sleepy Dragon|
|1 x Swipe||1 x Ysera|
|2 x Nourish|
|2 x Spreading Plague|
|1 x Malfurion the Pestilent|
|1 x Hadronox|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAZICCkCiCcLOApnTAq/TAv3hAvnmAvHqAo/2AvX8Agpf6QHkCIjBAsnHAqDNApjSAp7SAubTAt3rAgA=
Big Druid is all about ramping your Mana all the way up as fast as possible so you can play the menagerie of big minions that fill up this deck. The new Boomsday Project spell for Druid, Biology Project, has got players talking about this deck again as it’s a perfect for the nerfed Innervate. Even though it benefits your opponent too, the Big Druid deck is better equipped to take advantage of that early ramp.
Enormous minions such as The Lich King and Primordial Drake will all have a massive impact when played on the board way ahead of their cost. The dream scenario, however, is to get a Master Oakheart down as early as Turn 5 (or four if you’re very lucky) and win the game with that single move. There are clearly issues of consistency with the deck, but when it clicks it can be devastating.
Early game: Just ramp. Nothing else. Ramp is all you need. It’s pretty much all you can do anyway with a deck that’s costed so high. The trouble with Big Druid is the game is often decided at this stage: with an extremely unlucky starting hand you just can’t do anything except curse at all the ramp buried in your deck. Branching Paths can help you draw but if you’re opening three turns are passes it may already be too late.
Mid game: If all goes well, however, by the time the mid game is supposed to start naturally you’ll be way ahead on Mana. If you’re tipping into seven or eight at this point with your opponent still around four or five then all’s looking well. A Bright-Eyed Scout can get you even further ahead if it hits one of your late game threats, otherwise just start playing the biggest card you have available.
Late game: As mentioned earlier, a perfect Master Oakheart can set up a game winning situation in a single move. If you recruit a Drakkari Enchanter and Dragonhatcher, you bring two more Dragon minions out at the end of your turn, so that could be anything across the Primordial Drake, Ysera or Sleepy Dragon pool. That’s a kind of board that has no answer if your opponent is still stuck on five or so Mana.
We’ve got some tips and tricks for handling aggro decks you come up against on ladder:
- 1. If you can race ahead of aggro decks with your ramp you can put down huge roadblocks such as Spreading Plague and Primordial Drake very early.
- 2. You have a couple of removal options, although they’re best used in desperate situations when instead you can focus on ramping ahead.
- 3. If you fail to draw ramp cards into your starting head then that may already spell your doom as aggro can race you down before you reach those late game Taunt minions.
- 4. You may be nervous to play Biology Project as it’ll allow aggro decks to drop more cheap minions at once, but if you hold on you can take more advantage of the extra Mana.
- 5. You might want to consider adding some more removal to the deck such as Wrath if aggro decks are becoming a problem.
Here’s what you should keep in mind when facing control decks:
- 1. It might not be quite a disaster if you’re missing some early ramp cards against slower control decks. Take your time to draw and you might still be able to pull ahead.
- 2. Chances are they’ll have ways to deal with the first few big minions you play, so make sure you have follow up plays to keep pressing the advantage.
- 3. Save your Naturalise for their biggest and most troublesome minions.
- 4. Spreading Plague is often useless in these matchups. Toss it away if you can or play it if you really need to stall against a large minion.
Big Druid Mulligan guide
As nearly half the cards in the deck cost seven or more Mana you’ll want to find all the ramp you can in your mulligan.
- 1. Wild Growth: The Druid ramp card that’s been with us since the beginning – you always want it in your starting hand.
- 2. Greedy Sprite: Provides some Mana ramp while also giving you a body to fight on the board.
- 3. Biology Project: A huge Mana bump for such low cost and the perfect Turn 1 play.
- 4. Nourish: Guess what? It’s more ramp. You still want it.
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.
- In its most primitive form, Lesser Jasper Spellstone does two points of damage to a minion. Gain three Armor while it's in your hand though and the damage increases to four points. It maxes out at six points when you gain another three Armor.
- The following cards all increase your available Mana for the remainder of the match and should be played as soon as possible: Wild Growth, Greedy Sprite and Nourish.
- Master Oakheart is in this deck to bring cards like Drakkari Enchanter, Bright-Eyed Scout and Dragonhatcher into play. At the end of each of your turns, this final minion will grab a randomly chosen Dragon from your deck pile and put it into the board.
- 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.
- Although it is technically possible to be stung by a low pull with Bright-Eyed Scout, a glance at the lower end of the deck list will explain why - on average - she's such a powerful component of this deck.
- Drakkari Enchanter provides additional value for the following cards: The Lich King, Dragonhatcher and Ysera.
- While it's sat in your hand Flobbidinous Floop becomes a 3 / 4 version of whatever minion you just played.
- Keep in mind that Primordial Drake's Battlecry damage also affects your own minions - not just the opponent's.
- At the end of your turn, The Lich King will add one of eight possible Death Knight cards to your hand, selected at random:
|2||Death Coil||Deal 5 damage to an enemy, or restore 5 Health to a friendly character.|
|2||Death Grip||Steal a minion from your opponent's deck and add it to your hand.|
|2||Obliterate||Destroy a minion. Your hero takes damage equal to its Health.|
|3||Death and Decay||Deal 3 damage to all enemies.|
|4||Anti-Magic Shell||Give your minions +2 / +2 and “Can't be targeted by spells or Hero Powers.”|
|5||Doom Pact||Destroy all minions. Remove the top card from your deck for each minion destroyed.|
|6||Army of the Dead||Remove the top 5 cards of your deck. Summony any minions removed.|
|7||Frostmourne||Deathrattle: Summon every minion killed by this [5 / 3] weapon.|
Card choices and substitutes
Given the bevy of high cost minions in the list, Big Druid is quite an expensive deck and doesn’t offer too much room for alternatives. Here are some of the key cards:
- Biology Project: Extremely powerful early game ramp that benefits you way more than it does your opponent.
- Drakkari Enchanter: Paired up with Dragonhatcher and Master Oakheart it can make for a devastating play in a single turn.
- Branching Paths: Some desperation card draw if you need it or some extra Armor to help you survive in the early game.
- Bright-Eyed Scout: There’s a chance this all goes wrong and bumps up the cost of your cheaper cards. However, if it hits something higher up then you can gain some significant value.
- Malfurion the Pestilent: Spawns a couple of minions to hold off your opponent while also giving you a powerful new hero power that you can play aggressively or defensively depending on your needs.
- Primordial Drake: A nightmare for aggro opponents to deal with, not only for the initial two damage attack but also the stocky eight Health Taunt body that comes with it.
- The Lich King: Another big Taunt minion that can also grant you some very useful Death Knight cards.
- Dragonhatcher: Part of the combo with Master Oakheart and Drakkari Enchanter. If you hit this you probably win.
- Hadronox: Makes the jump over from Taunt Druid quite well considering how many Taunt minions this deck runs. Just a solid way to completely refill your board.
- Master Oakheart: The key piece of the combo with Drakkari Enchanter and Dragonhatcher. If you ramp fast enough you can get this out as early as turn four and send your opponent packing.
- Ysera: Powerful late game Dragon and the Dream cards can give you even more of an advantage over your opponent.
- Tyrantus: Ludicrous stats and it’s untargetable by spells or hero powers so it’s also very tough to remove. Dropped early it can put you into an unassailable lead.