Our Taunt Druid deck list guide features the best deck list for Season 54 of Hearthstone (September 2018). Our Taunt Druid guide also contains Mulligan advice, card combos and strategy tips.
Taunt (or Recruit) Druid is a relatively new kind of Hearthstone deck that's been built to exploit the Recruit mechanic that was introduced with Kobolds and Catacombs. As a result, you have a handful of powerful cards that can pluck equally deadly minions from your deck and bring them straight into play, and at no extra charge - very nice! The launch of the Witchwood expansion introduced some fantastic new tools too, and this is now an archetype with serious lasting power in Boomsday.
In the fourth edition of our guide to playing this archetype, we've got what we believe is the strongest version of the deck seeing play in the Boomsday meta. We will of course be tracking developments closely, 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.
UPDATE - SEPTEMBER #1
A lot has changed for Taunt Druid with the release of the Boomsday Project, so make sure you import the latest deck list using the Deck ID code just below the card details. We've also tweaked the rest of this guide to match this new version of Taunt Druid.
Taunt Druid deck list and strategy
Here's the best version of Taunt Druid that's seeing play in the live Boomsday meta. We'll be monitoring this one closely and will have another update for you later on in the month.
|2 x Lesser Jasper Spellstone||2 x Carnivorous Cube|
|2 x Naturalize||1 x Trogg Gloomeater|
|2 x Wild Growth||2 x Primordial Drake|
|1 x Wrath||1 x The Lich King|
|1 x Ferocious Howl||1 x Dragonhatcher|
|2 x Witching Hour||1 x Sleepy Dragon|
|2 x Branching Paths|
|2 x Ironwood Golem|
|2 x Oaken Summons|
|2 x Swipe|
|2 x Nourish|
|1 x Hadronox|
|1 x Master Oakheart|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAZICCMQGws4Cr9MC5tMCjeYC8eoC3esCv/ICC0Bf6QHkCMnHApTSApjSAp7SAovhAoTmAo3wAgA=
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, throwing all that stuff back onto the board.
The trick is to start ramping up your Mana curve via Wild Growth so you can start fielding problems that your opponent should struggle to overcome at their own current power level. You have some decent removal options in the deck, but you can also exploit the synergy that exists between Oaken Summons and cards like Ironwood Golem to start presenting the opponent with a defensive wall.
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.
If that wasn't enough stickiness, you can use Carnivorous Cube to double down on on your Taunt wall - get one of these guys on Hadronox in particular and it's almost impossible for your opponent to get back in the game.
That's the broad strategy overview for playing Taunt Druid, then, but the combo section towards the bottom of the page will give you more insight into how the cards in this deck can be strategically weaved together.
Taunt Druid Mulligan guide
Here's a run-down of some of the most potent cards you should be looking for in your opening hand, and why they're so valuable to get hold of. We've listed them in approximate order of importance.
- 1. Wild Growth: Hands-down your most important card in the early game and something that should always be played at the first opportunity. The earlier you get this triggered, the more benefit you gain throughout the remainder of the match.
- 2. Oaken Summons: Guaranteed to bring Ironwood Golem into play, and buy yourself some breathing space.
- Nourish: More Mana ramp or extra cards if you've got off to a particularly problematic start.
- Wrath: Good early-game removal, and against aggro decks you'll often get that bonus card-draw to trigger as well.
Taunt Druid tips, combos and synergies
Although this new deck owes a lot to the Taunt Druid of old, there's a lot that's new about this powerful archetype in the Boomsday meta.
For that reason 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.
- Lesser Jasper Spellstone only does two damage in its vanilla form, but gain three points of Armor to upgrade the card to four damage. Another three-Armor gain maxes the card out at six damage.
- 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.
- Witching Hour has its potency in the late-game, reviving your Hadronox as the only Beast class of minion in this deck.
- Remember that Ironwood Golem can only attack if you currently have three or more points of Armor, so see if there's a way of topping that up so you can make use of the minion.
- As we've mentioned elsewhere in our Taunt Druid guide, Oaken Summons will always drag Ironwood Golem into play for free - that's assuming a copy of one of those minions is still in your deck somewhere.
- Carnivorous Cube destroys the target you point it at, so make sure it does some work first. It goes without saying that Hadronox is a sublime target for the Cube, so try to make that play happen if it's at all possible.
- 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...
- Dragonhatcher always brings either Sleepy Dragon or Primordial Drake into play. Note that the Battlecry effect of that latter card does not go off in this scenario.
- Master Oakheart pulls a one, two and three Attack minion from your remaining deck and puts them in play. The following cards are candidates in this context: Ironwood Golem, Trogg Gloomeater, Dragonhatcher and the mighty Hadronox herself.
- Don't forget that the Battlecry effect of Primordial Drake - if actively played rather than summoned via Dragonhatcher - also affects your own minions. If they will die to this inferno, make sure they do something useful first!
- 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.|