Jasani, Who Endures

 

Jasani, Who Endures

Druid/Hunter Draw Go Control


Lately we’ve been exploring proactive decks with threats, card draw, and the dream of the perfect curve. So instead, we’re going to play a deck that focuses on taking away opposing dreams and replacing them with draw-go control nightmares.


Jasani’s Gameplan

  • Draw your card for the turn, place a resource, then say go. We play on the opponent’s turn.

  • Control your opponent into the end game while you assemble powerful value engines and win with a variety of finishers.

  • Bombard, Snipe, Nature's Focus, Hibernate, Planned Assault, and Explosive Trap are flexible and cheap removal so we can make sure the opponent isn’t doing anything.

  • Utilize mana on the opponent’s turn to draw cards with Innervate and quests.

  • Get Vestements of the Haunted Forest into play ASAP and ‘put’ a token copy of Endure into play from the sideboard.

  • Typically you keep the armor ready on the opponent’s turn to counter whatever they’re doing, but when you’re done stacking Endure’s you can stack Volleys or card draw until you finish the opponent with a reduced cost Master Hero or Legacy of the Legion and Avatar of the Wild tokens.

  • (There’s actually quite a few proactive cards we play on our turn, but draw-go is the theme.)


Deck:
//play-1

1 Jasani, Shrine Keeper

//deck-60

2 Jaina, Archmage of the Kirin Tor

4 The Boon of Remulos
3 The Boon of Alexstrasza
4 Forces of Jaedenar
4 A Question of Gluttony

2 Commander Ulthok

1 Netherbreath Spellblade
4 Vestements of the Haunted Forest

3 Legacy of the Legion
2 Hurricane
4 Innervate
3 Explosive Trap
1 Noxious Trap
1 Mulching Mists
1 Feign Death
4 Bombard
4 Snipe
2 The Natural Order
2 Ruin or Recall
1 Hibernate
3 Nature's Focus
2 Cyclone
1 Planned Assault
2 Avatar of the Wild

//sideboard-10

1 Endure
1 Barkskin
1 Cyclone
1 Dreamwalking
1 Volley
1 Track Demons
1 Regrowth
1 Nourish
1 Hurricane
1 Flight Form

Maybe
1 Crouching Tiger, Hidden Chimaera


Vestements of the Haunted Forest bypasses the narrow window when Endure can normally be played, because the armor ‘puts’ Endure into play. After using removal in the early game, a few Endure’s can lock your opponent out from being able to connect with any meaningful damage.

While we are lacking any graveyard hate, hopefully our suite of control tools and finishers can turn the corner fast enough to ignore our opponent’s graveyard value plan.

There’s plenty of room to tweak the numbers in this deck and lots of options between druid and hunter to help you adjust to your expected meta.

I hope you enjoyed the different direction this week! Draw-go control can be totally viable, just try to keep your pace of play pretty quick, because this style of deck is not known for winning over new friends!