Some notes on getting to Legend with Aggro Druid, Whispers Disco, and Demons Disco.

Content of the article: "Some notes on getting to Legend with Aggro Druid, Whispers Disco, and Demons Disco."

Howdy folks!

Just managed to hit Legend, and through this particular climb my weapons of choice were:

Ø Aggro Druid: the exact same version that got me to D5 last season (no new cards from the current expansion),

Ø WickeDisco: a Discolock version using Wicked Whispers,

Ø Demon Disco: a Discolock version that goes “Demons all the Way”, by adding Free Admission and Man'ari Mosher.

For those that may be interested, below are a few thoughts & notes about each deck.


This list needs no introduction for anybody that has spent more than two weeks in Wild, but in case somebody is getting their toes wet in the Wild pool (*cough* it ain’t like folks over at the main sub are dancing in glee about the new rewards, and some are considering dropping Standard… *cough*), this is probably the archetype you want to consider first: games are lightning fast (great for grinding the ladder) and even if the Faire doesn’t seem to have anything new to offer, the deck is well refined and works like clockwork. My only tweak was swapping one Innervate for one Crystal Merchant (mostly in answer to the ton of Odd Pally that I found during the climb, and as far as I could tell CM performed well in other matchups).

### Aggruid

# Class: Druid

# Format: Wild


# 2x (0) Embiggen

# 1x (0) Innervate

# 2x (1) Adorable Infestation

# 2x (1) Bloodsail Corsair

# 2x (1) Gibberling

# 2x (1) Living Roots

# 2x (1) Mark of the Lotus

# 1x (1) Patches the Pirate

# 1x (1) Sir Finley Mrrgglton

# 2x (1) Southsea Deckhand

# 1x (2) Crystal Merchant

# 2x (2) Cult Neophyte

# 2x (2) Nerub'ar Weblord

# 2x (2) Parachute Brigand

# 2x (2) Power of the Wild

# 2x (2) Voracious Reader

# 2x (3) Savage Roar




For those new to Wild, the deck works in three simple steps:

Ø Go wide

Ø Go tall

Ø Go face

We achieve step #1 (go wide) via Pirates or Gibberlings (if going first), or via Pirates AND Gibberlings (if going second). Then we keep adding stuff to the board and/or buffing our stuff, and by turn 4-5 we either smash one big Savage Roar in our foe's face or run out of steam and concede(1).

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(1 As with any good aggro deck, it's quite a bit more nuanced than that — the deck has a couple of other tricks up its sleeve, like dropping Mr. Fun Police, aka Nerub'ar Weblord, early on… but, yeah, deck's mostly about flooding and facing, not gonna lie! =))

Wicked Disco

This is a DF iteration for another classic, Discard Warlock. It adds a single new card (Wicked Whispers), but the effects are quite noticeable – I took the list from:

### Wicked Disco

# Class: Warlock

# Format: Wild


# 2x (1) Flame Imp

# 2x (1) Malchezaar's Imp

# 2x (1) Soulfire

# 1x (1) The Soularium

# 2x (1) Voidwalker

# 2x (1) Wicked Whispers

# 2x (2) Boneweb Egg

# 1x (2) Expired Merchant

# 2x (2) Felstalker

# 1x (2) Kanrethad Ebonlocke

# 2x (2) Tiny Knight of Evil

# 2x (3) Silverware Golem

# 2x (4) Fist of Jaraxxus

# 1x (4) Lakkari Felhound

# 2x (4) Nightshade Matron

# 2x (5) Doomguard

# 2x (6) Hand of Gul'dan




I gotta confess that I was quite disappointed when WW got revealed – Darkglare Discard Warlock was the deck that brought me to the format (I was playing Standard Gainlock during Scholomance, until Darkglare was nerfed for his crimes against Wild), and my first reaction to WW was “eh… kinda meh? I’m usually gonna be discarding one of my pain enablers, why da heck would I want to do that?”

u/Gunxman77 thread picked my interest, though, so I took their list for a spin…

… and boy oh boy, does Whispers pack a punch.

  1. Turns Ebonlocke’s high-rolls into holy-shit!-rolls,
  2. Works twice on Tiny Knights. It may seem like a small detail, but turns out that growing TK above 3 health is huge (for example, for dodging Flame Wards)
  3. My original reaction was right in the sense that you very, very rarely manage to actually discard something you want to discard (like Eggs or Golems)… but when you do, hoooly-mother-rolls ensue (usually followed by concessions from foes).
  4. Last but not least: although a very fringe case, it allows your Eggs to attack.

After steamrolling a couple of Aggro Druids with this build (a match-up that I think unfavorable for the Darkglare version of Discard), and overall great results against other archetypes, methinks this build has a lot of legs…

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… and, last but not least, it’s quite cheap: no Epics! =)

Demons all the way:

This is the deck I felt like playing when the DF cards got revealed (and when, as noted above, I was disappointed by Wicked Whispers), and when checking reddit discovered others where thinking in the same vein: https://www.reddit.com/r/wildhearthstone/comments/jwbv26/ive_been_playing_demon_discolock_and_im_currently/

It’s basically Darkglare Discard Warlock, minus all the non-demons (save Ebonlocke, our Lord and Saviour), plus Free Admission and Man'ari Mosher, and swapping one Tiny Knight for a Wrathguard.

### DiscoDemon

# Class: Warlock

# Format: Wild


# 2x (0) Raise Dead

# 2x (1) Flame Imp

# 2x (1) Malchezaar's Imp

# 2x (1) Soulfire

# 1x (1) The Soularium

# 2x (1) Voidwalker

# 2x (2) Darkglare

# 2x (2) Felstalker

# 1x (2) Kanrethad Ebonlocke

# 1x (2) Tiny Knight of Evil

# 1x (2) Wrathguard

# 2x (3) Free Admission

# 2x (3) Man'ari Mosher

# 2x (4) Fist of Jaraxxus

# 2x (4) Nightshade Matron

# 2x (5) Doomguard

# 2x (6) Hand of Gul'dan




I’m fairly certain this is the least refined of the three lists, but it’s a blast to play and didn’t seem to perform much worse than the other two.

Ø Free Admission offers a lot of drawing in a deck that already draws very well – if you hate bricked hands, then this deck is the answer to your prayers.

Ø FA also increases the go-wide potential in a deck that looooves going wide. 66% of your Demons cost 2 or less — if you play Admission on curve, half of the time you’ll be able to play your draws in the same turn.

Ø On top of that, Admission makes it really hard for foes to guess what you’ll play in the following turns – everybody kinda expects the T5 Doomguard, but FA allows you to play Doomguard + Mosher… on turn 4! =)

Ø Speaking of Mosher, dude performs even better than I had expected. I was looking at the life gain (which is of course grand!), but I hadn’t given much thought to how he’s also extra reach, and his 4 health make him quite sticky.

A Couple of notes about the Meta

Current meta is of course in flux and everything can change in a heartbeat, but:

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Ø I found a *TON* of Odd Pally, which seems to have quickly found its new DF toys (and I've seen Jack rate it very highly). All three lists I used seem to be either even or favored in this match.

Ø I didn’t run into Control Warlocks (I didn’t face a single Defile, and I think I saw a single Voidcaller), which of course was great for me, but I'd say that was mostly due to good luck on my part.

Ø Other that that the meta seemed pretty varied (faced most clases, even DH, which pre DF was nowhere to be seen). Of course aggressive decks like these three list tend to do well in testing times… =)

Aaand that's pretty much it. Hope any (or all!) of the lists come handy for anybody trying to climb the ranks — good luck, and have fun! =)

Source: reddit.com

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