Our Token Druid deck list guide features the best Descent of Dragons deck list for Season 70 of Hearthstone (January 2020). Our Treant Druid guide also contains Mulligan advice, card combos and strategy tips.
Treant Druid is a Hearthstone deck that’s tried so often to succeed. Unfortunately, it’s struggled thus far, with a gameplan that doesn’t quite come together. However, with Descent of Dragons, we’ve seen a lot of powerful options for Treant decks to call on, and now might just be the time for them to prove their worth.
Goru the Mightree is the big-ticket card here, giving all future Treants +1/+1, making them 3/3s. Given the number of Treants you’ll be summoning, this is pretty significant, particularly since at 7 mana, this Legendary minion comes down on the turn before The Forest's Aid.
You’re basically looking to just get a big board of Treants and keep attacking until your opponent can’t take it anymore. Aeroponics is a new and powerful addition to this deck too, and you’ll regularly be able to draw 2 cards for 0 mana thanks to this card’s stipulation. You’ll also be able to activate Garden Gnome with it, and Garden Gnome directly discounts the card. Basically, Treant Druid is looking much more viable than ever before.
In the latest version of our Treant Druid guide, we’ve got the deck we’re going for at the start of Descent of Dragons.
|2 x Embiggen||2 x Hench-Clan Hogsteed|
|2 x Acornbearer||2 x Faceless Corruptor|
|2 x Treenforcements|
|1 x Dendrologist|
|2 x Shrubadier|
|2 x Landscaping|
|2 x Savage Roar|
|2 x Garden Gnome|
|2 x Aeroponics|
|2 x Anubisath Defender|
|2 x Force of Nature|
|1 x Goru the Mightree|
|2 x The Forest's Aid|
|2 x Mulchmuncher|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAZICAtWDA/etAw7tA+YF3/sCv/0CzpQD05wDx50D7aID76ID+60D/K0D/q0D/60DgrEDAA==
Treant Druid is a board control deck. You’re trying to trade effectively and use the Treant-based synergies to overwhelm your opponent’s ability to keep up. You’ve got some spicy late-game plays as well, so if you’re struggling to finish the enemy off, there’s a few cards to fall back on.
Early game: Your early turns are all about getting Treants in play. Treenforcements is a 1 mana 2/2, and it directly activates Dendrologist on turn 2. Alternatively, Shrubadier gives you a Treant on turn 2 along with a handy 1/1 minion alongside it. These are nice stats to have on board early, and as long as you draw some of your cheap cards you should be off to a fast start.
Mid game: It’s pretty likely your Garden Gnome is active at most points in the game. Force of Nature, Aeroponics, and The Forest's Aid all activate it and let you summon two 2/2 Treants along with the 2/3 original minion. If you have minions sticking to the board, make them even more sticky with Soul of the Forest, and drawing 2 with Aeroponics is always a good play if it’s discounted. With even one Treant in play this card is as good as Arcane Intellect, and it’s pretty easy to make it even cheaper.
Whilst Treespeaker doesn’t necessarily synergise with the rest of your deck, turning 2/2s into 5/5s is too valuable to pass up. Hit face with a couple of Treants, make sure you’ve played Aeroponics if it’s discounted, and for 5 mana Faceless Corruptor transforms them into far larger threats. It’s often enough to finish an unprepared foe.
Late game: If at all possible, Goru the Mightree on turn 7 is a powerful play. He buffs your Treants by +1/+1 for the entire rest of the game, including any Treants already on board. He’s also not insignificant as a threat, at 5/10 with Taunt to protect your minions and face.
This comes just before The Forest's Aid too, and with the buff you should have a board with 15/15 worth of stats for just 8 mana, with the opportunity to either do it again or buff them all with your myriad spells and other boosts. Cenarius, Power of the Wild, Savage Roar and Blessing of the Ancients all work brilliantly here, and you should have a cheap Mulchmuncher to slam on board for even more of a threat. These powerplays should be enough to finish the game, but even if you don’t, your Twinspell versions of The Forest's Aid are a constant source of irritation for your opponent and there’s a chance they’ll just run out of answers.
Treant Druid Mulligan guide
These are the cards you’ll want to make the best possible start with Treant Druid:
- 1. Treenforcements is a 1 mana 2/2 that’ll set your Treant synergies in the right direction.
- 2. Shrubadier is strong for the same reason. You want to start the game fast, and 2 mana for 3/3 worth of stats and a Treant fit that description nicely.
- 3. It might be worth holding onto Garden Gnome, as the 4 mana 6/7 worth of stats it offers can be hugely beneficial for piling pressure onto your opponent.
Treant Druid tips, combos and synergies
Here’s an overview of the synergies to look out for in this Treant Druid deck. We’ll keep you updated as the meta develops!
- Don’t be afraid to use your buff cards early. If your opponent fails to clear a few Treants off the board, beefing them up with Power of the Wild or Blessing of the Ancients can spell your foe’s imminent doom.
- Transforming your Treants into 5/5 Ancients with Treespeaker means they don’t benefit from buffs from the likes of Goru the Mightree, and they don’t activate Mulchmuncher or Aeroponics. Even so, you’re beefing them up a significant amount and it’s often worth it. Just don’t forget to attack first, as the Ancients need to wait a turn before attacking.
- Mulchmuncher should be getting nice and cheap by the mid-game, and if you get the opportunity to weave it into a turn, go for it. Its Rush ability means it’ll likely clear an enemy minion off the board and make another nice trade as well.
- The Forest's Aid has Twinspell, meaning you get a total of four casts of the spell. This, combined with Goru the Mightree’s Battlecry can be enough to overwhelm your foe, especially combined with Power of the Wild and other buffs.
- Embiggen is a decent way to get your instant-impact minions bigger and more intimidating. Buffing Hench-Clan Hogsteed and Faceless Corruptor means you can regenerate momentum when your hand starts running low, often offering the pressure you need to finish your enemy.
- Don’t forget to play Anubisath Defender after playing a big spell - it’s a free Taunt that’ll always be a threat to the enemy.
- Dendrologist lets you Discover a spell, but only if you control a Treant. The card will be highlighted yellow in your hand to indicate this, so keep an eye out.