Need Some Deck Advice - Standard Ramp/Control
Hey all, I'm currently at rank 13 and seem to be climbing fairly steadily. I'm running a pretty standard control deck but have been constantly tweaking and editing it trying to find a good balance. I've been on the fence about a few cards in the deck and wanted to see if I could get some advice from some of you more experience druid players.
Wild Growth x2
Ancient Watcher x2
Ironbeak Owl x1
Novice Engineer x2
Sunfury Protector x2
Healing Touch x1
Defender of Argus x1
Keeper of the Grove x2
Druid of the Claw x2
Faceless Manipulator x1
Ancient of Lore x2
Ancient of War x2
So the basic strategy of the deck is to survive the early/mid game by forcing the enemy to run their creatures into beefy taunts or using spells like Wrath, Swipe, Starfall, or Claw to control the board. The win comes from late game where I have more beefy creatures than the opponent...basically.
Wild Growth x2 - Early game ramp or late game draw
Sunfury Protector & Ancient Watcher x2 - This combo I'm a little unsure about. Since I have alot of creatures with natural taunt and a weak early game creature presence, the Sunfury Protector is pretty useless without the Watcher. Maybe add some Harvest Golems, or trade this combo out for different cards entirely?
Ironbeak Owl x1 - Pseudo Tinkmaster, I primary use this late game to silence Tirion type cards incase I need to use a Keeper for its 2 damage
Healing Touch x1 - Helps against burn decks and can save me against early aggro decks if I take too much damage early on.
Cenarius x1 - I dont have many legendary cards but this has come in handy to either finish off OTK warriors or buy me a turn when I fall behind late game.
Wrath x1 - I've been bouncing around from 1 or 2 of these. It can been extemely good early game and is awesome against rush decks.
Let me know what you guys think.
Edited by SadDragon on 12/31/2013 9:12 AM PST
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