Azalina Togwaggle Combo Druid to Legend
The release of The Witchwood has raised the power-level of Wild up to the highest it’s ever been. To win in the current environment, your deck must be able to stand up to the overwhelming aggression of Paladins and Shamans, or overwhelm the slower control decks with your own aggression. The pressure is on. Naga Sea Witch is looming on turn 5. Call to Arms on turn 4. Flamewreathed Faceless is back! Where can you turn in this oppressive meta? Don’t try to beat your opponents with a powerful deck. Beat them with their powerful deck whilst they fatigue to death. You’re in for a wild ride with this one.
II. Deck code
III. The Combo
The goal of this deck is fairly straightforward. When you’re running low on cards in your deck and have 10 mana, you play one of the following combos:
- Kun the Forgotten King – Choose to refresh your mana crystals
- At this point you may spend up to 8 mana on useful cards in your hand, as long as you leave two spaces on the board
- King Togwaggle
- Azalina Soulthief
- Any excess mana can be spent on cards that were in your opponents hand. Note that minions will still cost 1 from Aviana at this point
At this point, the game is essentially won. Your opponent will run out of resources and die to fatigue. If your opponent tries to reverse the effect with Ransom, you just play your own copy of Ransom that Azalina Soulthief created, permanently stealing your opponents deck.
You also have the option of beating your opponent down with the large board that you create during the combo. The power of a 5-5, 7-7, 5-5 and 3-3, plus whatever minions you find in their hand is sometimes enough by itself to close out a game.
IV. Pre-Combo Strategy
Obviously if you want to pull this off, you need to accomplish a few steps in the meantime. First off, you need to assemble the combo in your hand, you need 10 mana crystals. To ramp there quickly we run two copies of both Wild Growth and Nourish. The earlier you can hit 10 mana, the better your chances of success.
The second step is to assemble the combo in hand, which requires drawing A LOT of cards. To do this we have the following draw/deck thinning options:
- 2x Wild Growth at 10 mana
- 2x Wrath for 1 damage or with Fandral Staghelm
- 2x Ferocious Howl
- 1x Branching Paths
- 2x Oaken Summons
- 2x Nourish for 3 cards or with Fandral Staghelm
- 2x Ultimate Infestation
The third step once the combo is assembled is to get yourself as close to fatigue as you can, will little regard to the value of the cards in your deck. This is where you get to cast Ultimate Infestation with a full hand and watch your deck burn, knowing that every card you destroy is one less card your opponent has access to post-combo.
Remember that whilst it may be tempting to play the combo ASAP, you should only do it when you have significantly fewer cards than your opponent, or there is some especially powerful card you want to deny, like Possessed Lackey.
While this is occurring, you also need to slow down your opponents and delay constantly. To aid in the delay strategy, you have the following options:
- 2x Lesser Jasper Spellstone which frequently deals 4 or 6 damage to priority targets, or can be used early on a pesky knife juggler.
- 2x Wrath.
- 2x Oaken Summons pulling either Fandral Staghelm or Ironwood Golem.
- 2x Poison Seeds for the occasional Flamewreathed Faceless, Giant or Naga Sea Witch turn.
- 2x Swipe. A board clear we all know and love. Especially good against Paladin.
- 2x Spreading Plague.
The mulligans are pretty simple, with some matchup specific differences that become apparent after a few games.
In aggressive matchups, such as Paladin & Shaman, Spreading Plague is a fantastic stall card, and I would recommend you keep one, even without a Wild Growth. I have won many games against wide-board style decks with Spreading Plague on 6 followed up by a Swipe or Branching Paths.
VI. Match-up Specific Tips
Paladins play quite similarly, whether they are Odd, Even, Secret, Murloc or Aggro. They intend to build a board, then beat you down with it. To win this matchup you must use your removal on key targets, and be prepared for key power-turns.
Odd-Paladin has its biggest power spike on turn 5, with Quartermaster, Level Up! and to a lesser extent Fungalmancer. As such, you should strive to remove as many Silver Hand Recruits as possible, to minimise the power of these cards. It’s unlikely you’ll remove them all, but you can still comfortably beat their power turn with your own anti-aggro tools, like Swipe and Spreading Plague. Odd-Paladin will also occasionally play Divine Favor for a ridiculous reload. As such, you will get the choice between drawing cards and ramping/maintaining board control. In these situations, drawing cards can be slightly disadvantageous.
Even-Paladin has it’s power spike on turn 4, where you should be prepared for Call to Arms. You should also keep in mind that Blessing of Kings, Consecration, Truesilver Champion and Keeper of Uldaman all come down on turn 4.
Even-Shaman is in a great spot right now, with no signs of going away. Their most powerful cards that you need to play around are Sea Giant, Flamewreathed Faceless and Thing from Below. Everything else is a reasonably small minion or burn damage, that you need not worry about. Keep the board as clear as possible and win with the combo. Many will concede after the 7-minion Spreading Plague.
Warlock is your easiest matchup by far. Just play for the combo and Poison Seeds. Expect the occasional loss to giants where the draws were not in your favour, but don’t let it dishearten you. Zoo shouldn’t be too difficult, as the entire deck is built to be anti-aggro.
In my Legend climb last month I ran into a few Druids, Mages and the occasional Priest.
Druids are often playing Taunt, which is a free win if you follow the pre-combo strategy that I’ve laid out for you. Against the mirror or the Malygos combo, you need to cycle as fast as possible and play the combo ASAP. Denying your opponent’s combo pieces by drawing them will win you the game, and the tempo advantage from the large bodies created in the combo can win through beat-down.
Mages usually play burn, and as such Aluneth will put tremendous pressure on you and victory can be difficult to pull together. Don’t try to combo in this matchup. Use every tool in your arsenal to maximise your health and armour. Minion removal is key for surviving the Mana Wyrm, Sorcerer's Apprentice and Kabal Crystal Runner turns. These decks run well over 30 damage of burn, so Kun the Forgotten King frequently needs to give you armour. Luckily, this somewhat un-favoured matchup is winnable and only makes up a small proportion of the meta.
Priests, Hunters, Warriors and Rogue should be easy wins, but in Wild every deck can occasionally go off in ways you wouldn’t expect. If things start going south, stick to the original gameplay and steal your opponent’s deck.
VII. Help! Everything has gone wrong and I don’t have time to play the combo
Sometimes your opponents will draw the nuts. Giants everywhere, multiple Call to Arms’, the works. In this situation, you need to accept the fact that you will probably lose, and start playing towards a different win condition. The difference between hitting legend and hovering in the 5-1 bracket is turning these 100% loss scenarios into 90% loss scenarios by getting creative. I’ll give you a few examples, along with some replay files to help you navigate these uncharted waters.
First is a legend match against an Odd Paladin.
In this game I was put under exceptional pressure thanks in part to Competitive Spirit, Level Up!, Quartermaster and Corridor Creeper, but managed to win through carefully playing around the power turns and winning via tempo lead.Seeing as I was completely overwhelmed and close to defeat on turn 9, I decided to play the Aviana, Kun the Forgotten King & Azalina Soulthief combo early, to give me a huge burst of tempo. This combined with a few cards from both of our hands gave me the opportunity to burst my opponent for 22 damage in one turn.
Second is a rank 1 match against an Odd Paladin.
This time I needed to play Aviana on turn 13 whilst having taunts on the board, as it was the only way to get a tempo advantage. Innervate and Kun the Forgotten King were already gone, so protecting Aviana for a turn was my only means to achieve victory so close to fatigue. I was able to find an opportune moment just after casting Spreading Plague, which opened victory for me in a game where I had almost certainly lost.
Last but not least is a great rank 2 mirror match.
Via fatigue manipulation I was able to ensure that my opponent would be far ahead of me in fatigue on turn 15, as we had both been drawing from the same deck for several turns by this point in the game. This game was won by thinking out multiple turns in advance and making sure that I would end up with my opponents deck after repeated swaps.
King Togwaggle Combo Druid is an exceedingly fun deck to play with a high skill floor and an exceptional amount of depth. You’ll have memorable wins with this deck and if piloted properly, you will have no problem getting to legend.
I’d be happy to answer any questions you have in the comments below.
Best of luck!