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Rating  8

Contributed by

Stonekeep

Guide Type

Last Updated

February 2, 2017

TGT Legend Token Druid Guide: Mulligan, Alternate & Tech Cards

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This is the “Mulligan, Alternate & Tech Cards” part of the guide. If you’re interested in Card Choices, Tips & Tricks, check out the General part of the guide. For other Token Druid guides, check out the Token Druid section.

On this part of the guide, I’ll go through the cards and explain the mulligan – whether you keep them, throw them away or situationally keep. Later on, I’ll show the possible card switches you can make – alternate cards that also work in the deck or tech cards you can include to make the list stronger against certain meta decks.

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14 Comments

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  1. venaseph says:

    What card would you recommend subbing out to run the sabers?

    • venaseph says:

      Also, I’m hovering around rank five right now, up and down depending and trying to decide if I’d be better off going with this or a more standard tgt midrange deck to push thru before the end of the month, any suggestion on which might be more effective.

      • Stonekeep HSP says:

        I think it really depends on the matchups you face. I found Token Druid to be much better against faster decks. Because of the amount of early game you can keep the board presence in the first turns it’s easy to survive. Also, most of the fast decks have no way to answer Violet Teacher combos. If you get Violet Teacher + Living Roots + Innervate + Power of the Wild or something like that, you’ve won the game.

        On the other hand, Token Druid runs out of steam much faster. Against classes like Priest or Warrior, where matches are slower and more grindy, standard Midrange is better. Those classes usually have a way to answer your Power of the Wild combos and a removals to keep your board in check. I see a lot of Midrange Druids including one copy of Ancient of War right now – it really catches people off-guard and I think it’s great in current meta (if you proc the Repentance first against Secret Paladin, that is :P)

        Right now, when it comes to the Druid archetypes, I think that Midrange is the best, Token being second and Ramp third. But honestly, all of them work and you can get to Legend with them. I’ve been playing against them all in high legend ranks, but it’s mostly Midrange.

    • Stonekeep HSP says:

      Probably another 2-drop. Darnassus Aspirant is too good to take it out, so we’re probably left with Creepers. I’d actually put one instead of Creeper and another one instead of Wrath.

      Both Wrath and Saber share a similar purpose – removal (obviously Saber can’t be used through the Taunts, it’s 2 damage etc. but it’s also more flexible). And having a total of 6 early removals (2x Living Roots, 2x Wrath, 2x Saber) is more than needed. Sabers would make the early game more flexible.

  2. mishkin says:

    I seem to get stomped by Dragon Priest. BW Technician into Twilight Guardian into BW Corruptor into Velen’s Chosen and then something like Ysera? Does this deck stand any chance against that?

    • Stonekeep HSP says:

      If the Priest gets perfect start, not many faster decks can really compete with him. That’s how it works and you can’t really do much about it. Dragon Priest has became so much better than the old Control Priest, which was way too slow and you could easily get some damage early and combo them later. Not having Shades also hurts – if you want to boost your winrate against Priest, Shades are really good. Besides Lightbomb, nothing can really take them out when they’re in stealth and you can combo the Priest later for 20+ damage.

      So if he gets a perfect curve, takes the board control and then drop big bombs, that’s the game, nothing you can do about that. But if he skips an early turn and you punish him, you can take a lot of wins. Or I don’t know – early Aspirant which he can’t answer is often good enough to win the game for you.

      Honestly, can’t tell much about the matchups, because I didn’t meet too many Priests during my climb (EU server) and in Legend. I had exactly 9 games against Priest among the almost 100 I’ve played with the deck and my total score was 4-5, so not that terrible.

      • mishkin says:

        Interesting, I encountered 3 dragon priests in my first 10 matches and lost all of them – thought it might be a problem.
        Anyway, thank you very much for the reply.

        • Stonekeep HSP says:

          Sorry to hear that :( Dragon Priest is definitely a hard matchup, but it heavily depends on their start. If they curve out perfectly and get the early tempo, you can’t do anything. But if you get into the board early and they have no small drops, the game should be much easier. With some early drops and Violet Teacher + spells the things can get out of control really quickly – some of my Priest games didn’t last longer than 6-7 turns, because I’ve just raced them and finished with Savage Roar or two.

  3. katipuneroz says:

    you sir, have created a MONSTER of a deck! this is exactly why i stay subscribed to this website! keep it up and congrats on this masterpiece.

    • Stonekeep HSP says:

      Haha, it’s great that it works for you! 😀 Thanks for subscription, I hope you enjoy our content :)

  4. sentenza says:

    Oh and I forgot, how about the impaler?

    • Stonekeep HSP says:

      I haven’t tried Impaler yet, but here’s the same problem like with the Cult Master/Soul of the Forest. You need board control to make it useful. I mean, it’s kinda cute, because later in the game you can easily flood the board from your hand and 4 damage is pretty nice. But it’s a “win more” card, it does nothing when you’re behind. And I don’t really like cards like that. I prefer the ones that are more safe.

      But you could obviously try him if you want :) Like I’ve said, can’t really talk much, because I haven’t tested him yet.

  5. sentenza says:

    Thanks for the guide! What do you think about imp master in place of the golem?

    • Stonekeep HSP says:

      No problem :)

      I think Imp Master just isn’t good enough. He’s great if you have the board control and he’s able to stay on the board for a few turns. But the starting 1/4 + 1/1 is not good enough for a 3-drop. It’s too easy to kill for free and can’t really contest other 3-drops. I mean, it’s not bad, but I just don’t think it’s constructed-viable. I really prefer Harvest Golem.