Our Taunt Recruit Druid deck list guide outlines the best deck for Kobolds and Catacombs. This Taunt Recruit Druid guide also contains Mulligan advice, strategy tips, card combos and synergies.
Taunt (or Recruit) Druid is a new kind of Hearthstone deck that's been built to specifically exploit the new Recruit mechanic that's being introduced with Kobolds and Catacombs. As a result, you have a handful of powerful cards that pluck equally deadly minions from your deck and bring them straight into play, and at no extra charge - very nice!
In the first edition of our guide to playing this archetype, we've got what we believe is the strongest version of the deck for the early meta. We will of course be tracking developments closely though, and will update the list - as well as the strategy and combo advice contained in the article - as and when we think it's necessary. We'd love to hear your feedback via the comments in the meantime.
Taunt Recruit Druid deck list and strategy
Based on all of the card reveals we've seen this looks like a pretty solid starting point for the Recruit Druid archetype - it was put together by the Vicious Syndicate team. It'll undergo a lot of refinement in the next few weeks, but rest assured we'll update it - and the rest of the guide - as we get to grips with it ourselves.
|2 x Wild Growth||2 x Tar Creeper|
|2 x Wrath||2 x Stegodon|
|2 x Greedy Sprite||1 x The Lich King|
|2 x Jade Blossom||1 x Master Oakheart|
|2 x Astral Tiger||1 x N'Zoth, the Corruptor|
|2 x Ironwood Golem|
|2 x Swipe|
|2 x Nourish|
|1 x Malfurion the Pestilent|
|2 x Grizzled Guardian|
|1 x Hadronox|
|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: AAECAZICBuCsAuC7AsLOApnTAq/TAvHqAgxAX8QG5AjLvALswgLKwwKHzgKU0gKo0gKL5gL55gIA
This is a deck that's built around the concept of giving your opponent an endless succession of stubborn problems to deal with, and then once they've dealt with those problems, throw all that stuff back onto the board.
The trick is to start ramping up your Mana curve via Wild Growth, Jade Blossom and Greedy Sprite as quickly as possible, so you can start fielding problems that your opponent should struggle to overcome at their own current power level. Cards like Astral Tiger and Ironwood Golem should all cause the other player a huge number of headaches as they're introduced into play.
Once you reach the end-game you have a large number of threats to throw at the opponent. Master Oakheart summons a seriously impressive collection of creatures (detailed in the combo section at the bottom of this page), while Hadronox brings all of your Taunt minions back to life. Been wiped out again? Never fear, as N'Zoth, the Corruptor is here to flood the board all over again.
That's the broad strategy overview for playing Recruit Druid, then, but this guide will be updated continuously with match-up tips as the Kobolds meta gets underway!
Taunt Recruit Druid Mulligan guide
We'll be updating the Mulligan section of our Recruit Druid guide considerably once the expansion is live and we've road-tested it directly in the meta. With that said, there is some evergreen advice we can provide, even for the earliest days.
The earlier you can ramp up, the faster you're going to get at your bigger cards, and so Wild Growth, Jade Blossom and Greedy Sprite are all hugely important for the early game. The value of these card drop considerably the longer any given match plays out.
Wrath will almost certainly prove useful for controlling the early-game, and maybe even bagging yourself an extra card at the same time. Tar Creeper has obvious protective benefits in the early-game as well.
We'll have more detailed Mulligan advice for you as the meta gets started.
More great Druid guides:
Taunt Recruit Druid tips, combos and synergies
Although this deck owes a lot to the Taunt Druid of old, there's a lot that's new about this potentially powerful new deck.
We recommend familiarising yourself with all of these crucial combos before taking this list to the early ladder. A little bit of preparation will pay off huge dividends here.
- Wild Growth provides a permanent Mana advantage once played, and so you want to cast this off as early as possible in every match-up. Jade Blossom and Greedy Sprite are also most useful when they're used early on.
- Wrath can be used to either ping a near-death minion off the board and gain a card in the process, or hit something meatier for three points of damage.
- Astral Tiger is an enormously stubborn minion. Your opponent will have to either ignore it, keep sending it back into your deck, or somehow silence that Deathrattle effect before wiping it off the board.
- There's synergy between Ironwood Golem and the Armor-boosting options provided by Oaken Summons and Malfurion the Pestilent. Note that we don't include the Druid's Spellstone in this deck list as there just aren't enough ways of triggering this extra power (at this theorycrafting stage, at least).
- Grizzled Guardian will grab two minions from your deck and put them into play for free if they cost four Mana or less. Targets in this deck list are: Greedy Sprite (boo), Astral Tiger and Ironwood Golem.
- You are playing a lot of Taunt minions in this deck. Hadronox summons all of the dead ones back onto the board when you play the card. This is a very good thing...
- Watch your hand size when it comes to playing Ultimate Infestation. It's easy to burn cards by playing this, so you want to thin your hand down as much as possible before playing this incredibly powerful spell. If you track your cards, you can at least attempt to avoid burning your biggest plays!
- Master Oakheart is widely predicted to see some major plays in the Kobolds meta. This creature pulls a one, two and three Attack minion from your deck and puts them in play. The following cards are targets in this context: Greedy Sprite, Astral Tiger, Ironwood Golem, Grizzled Guardian, Hadronox, Tar Creeper and Stegodon.
- Not quite enough value for you? N'Zoth, the Corruptor will re-summon all of your dead Deathrattle minions when he's played. Chances are you'll run out of board space at this point, so you may not get all of your preferential targets. Still, that's an awful lot of value on top of everything else!
- The Lich King has a collection of special cards, and he'll add one at random at the end of each of your turns. These are the cards you can draw into:
|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.|