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Ramp Druid GvG

  • Last updated Dec 10, 2014 (GvG Launch)
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Wild

  • 22 Minions
  • 8 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7480
  • Dust Needed: Loading Collection
  • Created: 12/10/2014 (GvG Launch)
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  • MetsHS
  • Registered User
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  • Battle Tag:

    Mets#1451

  • Region:

    US

  • Total Deck Rating

    55

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Ramp Druid GvG

Quick Intro

This deck is very similar to Ramp Druid pre-GvG. There are just a few minor differences with the addition of a very strong card Malorne. This deck is an all around consistent deck with answers to almost everything your opponent can throw at you. At its most basic level, the goal is to out-resource your opponent. You will find that you always have a response to what they play, constantly controlling the board and tempo. In almost every matchup you will mulligan for Wild GrowthInnervate, and a low cost minion like Harvest Golem or Chillwind Yeti.

 I will go over specific matchups below. Having a turn one or turn two Chillwind Yeti or Druid of the Claw, is a great way to start each game, and will assure you 8-12 damage to your opponent, while making them use resources instead of gaining board control with their creatures.

Matchups

 

Aggro Rogue

All in all, this is a great matchup for you. He will be unable to get through the taunts to burst you down. You will eventually out resource him, as he does not have much draw potential. If you last until turn 5-7 and can play a Druid of the Claw or Ancient of War, you will surely win. You have too many taunts and he only has two saps to get through taunts. Mulligan for the typical Wild GrowthInnervate, and Sen'jin Shieldmasta. The early taunt will assure that you make it to mid game with 20 or more health. 

Zoo

Zoo is another great matchup. Your taunts prevent him from chipping you down, and Swipe goes a long way. Mulligan for a Keeper of the Grove to deal 2 damage to an early Juggler. Also mulligan for a Swipe for some AOE board clear. This matchup is less focused on Ramp, and more focused on surviving to turn 5 when you can play a Druid of the Claw. With the addition of a very strong zoo card Hobgoblin, you want to try and have a Wrath ready. Letting him have a board of buffed minions will hurt. 

Hunter

This deck tends to struggle against Hunter. Hunter's Mark and Freezing Trap are too good against this deck to give you a chance. Mulligan for Ramp usingWild Growth/Innervate, and be careful when attacking him with a secret, as it will most likely be Freezing Trap. Another problem are his Savannah Highmanes. You either have to silence it, leaving a 6/5 on the board, or Black Knight it, leaving 2 2/2s, neither the ideal situation. I think if you can last until turn 8 and get Ragnaros the Firelord going, you can win.

Murloc Shaman

In GvG, Murloc Shaman will be very prevalent. This is the easiest of the meta Shamans. Your heavy taunt will make him struggle to get through, and he will always be trading, leaving you ahead going into the late-game. Mulligan for taunt and silence to stop him from winning before you can get Ancient of War or Malorne on board. 

Mech/ Midrange Shaman 

Mech Shaman is a new deck to GvG, it is a pretty simple matchup. Beware for an early  Whirling Zap-o-matic who can swing for 6 to the face on turn two. Mulligan for a Wrath to handle this and Feral Spirits. You may also want a silence or Wrath to deal with Flametongue Totem. If you have a creature to play each turn you're golden. His biggest threat is Hex. Most Shamans will be greedy and Hex your Druid of the Claw which sets your Ragnaros the Firelord and Ancient of the War up perfectly for the lategame. Don't be afraid toThe Black Knight a Feral Spirits; they can be annoying. Don't worry too much about Fire Elemental. This 6/5 is easy to deal with as all four Ancient cards have 5 attack and can trade. 

Aggro/Mech Mage

Aggro Mage is just as easy as Rogue and Zoo. Just get your early taunts out and force him to trade 2-3 of his minions for one of your own. Not much else here worth talking about since it is an easy matchup.

Handlock

Handlock is a pretty bad matchup. You have no way to deal with his large creatures, which is the downside of playing Druid. Mulligan for a silence to use against Twilight Drake. Keep him around the 15-17 health range and burst him down in one turn to avoid Molten Giants. Save The Black Knight for if he taunts a Giant, and try and pressure him very early. A turn two Druid of the Claw followed by a turn three Chillwind Yeti may be enough to beat him before he can get anything out. 

Ramp Druid

Druid mirror matchups are honestly luck. Whoever gets the early Wild Growth or Innervate will win the game. If your opponent is able to get a turn 1-2 Chillwind Yeti or Druid of the Claw, it is bad news for you unless you can mirror it with one of your own. Mulligan for Yeti/Wild Growth, and Innervate.

Priest

Control Priest is a very good matchup. Mulligan for ramp and early threats as Priest has no way yo deal with everything you can throw at him. You have nothing to worry about with Cabal Shadow Priest, as Harvest Golem is the only creature with 2 or less attack. Make sure to deal with the early Norshire Cleric and it is an easy win. You have too many threats with 5 or more attack for his two Shadow Word: Death to handle. 

Warrior

Control Warrior is a 50/50 matchup. Mulligan for a Chillwind Yeti and Ramp so that his Armorsmith can't get going. You don't have anything in Fiery War Axe or Death's Bite range so that's not a problem. The only problem is prolonging the game too long. This is one where you want to swing face early and often. If the game makes it until turn 8, you'll probably lose to his Ragnaros the Firelord, or Sylvannas/Brawl combo. Get creatures out early, stay on curve, and end by turn 8, and you'll win no problem. This matchup got slightly easier with Malorne, as it gets shuffled into your deck over and over. These games tend to go at least 15 turns, so you could potentially play it 2-3 times.

Control Paladin

GvG Control paladin with Quartermaster and Tirion Fordring is a 50/50 matchup. Your taunts and big monsters block a lot of incoming damage from buffed minions, but Aldor Peacekeeper and Equality/Consecration combo will destroy your ramp. Good thing you can deal with his cards with silence just as easily. 

Card Replacement

If you do not have The Black Knight for a second Chillwind Yeti or Sludge Belcher. Replace Ragnaros the Firelord or Malorne with anIronbark Protector for a late game power. Replace Ancient of the War with a Sunwalker or Defender of Argus. None of these are ideal and your deck will suffer, but the theory is the same with modified versions.