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)
- MetsHS
- Registered User
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- 2
- 3
- 8
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Battle Tag:
Mets#1451
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Region:
US
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Total Deck Rating
55
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 Growth, Innervate, 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 Growth, Innervate, 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.
Could force-tank MAX somehow be put into this deck?
Great deck man, personally I replaced Sen'jin Shieldmasta and Spellbreaker with two Grove Tender. The value is too good. Keep up the good work man.
Great deck.
Ramp druid has long been one of my favourite decks to play because of the amount of value you get from each and every card. Its not a gimmick deck that requires ridiculous and situational synergy between a certain 3 or 4 cards in the deck (which is what I tend to see a lot of atm).
My only (and recommended) changes were
Malorne>cairne (im sure malorne is a great card but i just dont have it and cairne often draws an early polly or silence which leaves room for the other big minions in the deck. And hes 6 mana...imo hes worth 7)
2x Mech bear cat> 2x Sunwalker (sunwalker is another card that can draw that polly or silence before you drop rag or another ancient etc and lets face it MBC is a bad card, I almost feel like authors of these decks will chuck one or two of these random cards in each deck they list just so they dont give it all away....so many replacements better than MBC)
2x Ancient or war> Dr Boom (amazing card) and Foe Reaper 4000 (with sunwalkers you have enough taunt and hp in the deck and who doesnt like OP lego's that can hit 3 minions for 6 with a 9 hp reserve)
Oh and I also replaced BGH with sneeds old shredder. (I wouldnt recommend this as BGH is king of value town but i dont have him unfortunately and tbh i haven't seen too many situations in which i could have used him. By the time your opponent is dropping a minion with 7 or more attack your either winning easily enough to remove with your own big cards or your fucked. Also sneeds is lots of fun to drop when you already have the lead jut to see what you get!)
Cheers for the GvG tweaks on my favourite deck. Have had highest win rate this season with it (60-75% ish). Only time this deck suffers hard is when a rushlock gets a perfect early game hand and your at 10hp by turn 5 with no removal.
EDIT: I've been seeing a disproportionate amount of these pay to win 15k dust warrior decks around so ive added 1x acidic swamp ooze instead of Spellbreaker. You already have 2 silences and removal so its not a big loss. It's hilarious when they spend 7 mana to drop gorehowl, nekminnut "my greetings" *drops 2 mana swamp ooze*.
Tried only 2 games so far with this deck to quickly do a daily, but both games were a great success. Had to replace Malorne with an Ironbark and the second Mech-Bear-Cat with Sylvanas due to those cards missing from my collection. I'm wondering how good Grove Tender would be in this deck. Maybe replace the Harvest Golems with it? Also, I probably wouldn't want to take this into ranked due to the sheer number of aggressive mech decks unless I were to add a Healing Touch or an Antique Healbot. Any opinions on adding one of those? Mayhaps even Tree of Life?
Thanks for the deck! It's been a great jump-off point for my own version :)
(Tree of Life and Grove Tenders are what I added, and they've been working pretty well. At least at my rank.)
This deck is so good. It's just so dominate in the late game; even in games where I get run down to 10 health by turn 5, with all the taunts you can normally come back and win. You might be able to replace Big Game Hunter, 20 wins and I haven't gotten a chance to use it to destroy a minion. No one is really running 7+ attack minions (other than Malorne), but I haven't even come across any mirror matches. This is the hidden gem of the meta right now; I think I'll actually make legendary this season!
i changed ancient of war for dr boom
this deck need more Dr Boom
I ran Troggzor for a while but found him.. Not as good. You really need to have board control when you play him making him not so great in ramp druid as it takes them quite a bit longer to gain that board control and stabilize. That's just my opinion. I like the deck and I've built my own version around it. Thanks!
I'm replacing them with Dr boom + Cairne
which is more crucial, malorne or the black knight?
Both are pretty crucial but I'd take BK and replace malorne with an ironbark
really terrible against control priest, will destory your cards with Shadow Word: Death and steal others with mind control and windrunner
-1 war, +1 troggzor
Why use chillwind instead of mech yeti?
Because it gives both players a spare part, which can be used against your favor. Granted, you do get a spare part, so there's that. I think it mostly comes down to personal preference and deck strategy whether you choose to play chillwind or mech.
The mirror effect is not great for you as aggro/midrange decks can make use of them better eg. you freezing a knife juggler compared to them freezing marlorne. In general none of the spare parts help ramp druid too much imo.
grove for me is value
No Grove Tender? Seems like it might be good.
What does 2xMech-Bear-Cat offer in this deck? Why not Cairne+Sylvanas or any of the usual suspects.