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Flucius' Fandral Ramp druid guide

  • Last updated May 5, 2016 (Old Gods)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 7780
  • Dust Needed: Loading Collection
  • Created: 5/2/2016 (Old Gods)
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  • Battle Tag:

    #2872

  • Region:

    EU

  • Total Deck Rating

    13

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Hello and welcome to my very first deck guide! I am Flucius#2872 on EU. My best rank so far was rank 3 with almost exclusively druid. Saying that, I am no pro player but I think I am experienced enough to post a deck of my most favorite class. This deck utilizes strong standalone cards like Living Roots or Druid of the Claw with Fandral Staghelm to make them even stronger. The good thing is, you can definitely win the game without drawing him as these cards can be played alone, unlike the old Force of NatureSavage Roar combo. If you decide to build the deck don't forget to comment what you think about it and if you like it, upvote it! All feedback is really useful to me!

Edit: 3.5. -Nat Pagle +1 Azure Drake for more consistency. Also, drawing Pagle lategame just sucks. Thanks for 200 views guys, didn't expect that many people seeing it so fast!                              5.5. We are getting close to 700 views guys! What bothers me a little that nobody comments or upvotes, I get no feedback this way. I also updated the card choices section to match the previous edit's changes. 

 

Card choices:

Innervate x2 -  I wouldn't make a druid deck without these.

Living Roots  x2 - a solid, cheap and versatile card that also combos with Fandral Staghelm? Count me in!

if you meet too much C'thun decks: Naturalize x1  - This is my tech choice against the slow, usually C'Thun decks. it allows you to remove an enemy threat while putting down your own, this is the reason I prefer it over Mulch. Take this out once you start having more aggro/midrange opponents.

Raven Idol x2 - I really like this card. for one mana it brings you alot of versatility and it has insane potential with Fandral Staghelm.

Darnassus Aspirant x1 - This brings us more ramp options and a solid T2 play.

 

Wild Growth x2 - Essential in any non aggro druid variant.

Wrath x2 - Also a core druid card, on top of that has a nice Fandral Staghelm synergy.

Druid of the Flame x2 - My favorite 3 drop. It is great against aggro and it can also bring out things like buffed northshire cleric with Firecat for if you need. Don't get me started on Fandral Staghelm synergy.

Feral Rage x1 - My anti aggro and freeze mage card, 2 thing I don't like playing against. It can serve as a removal or finisher when the situation calls it and top of that it has probably the best synergy with Fandral Staghelm of all cards.

Fandral Staghelm - And here he is, the MVP of the deck. It is just such a good pick to this deck that it would be a sin not including him. Sure, the deck can work without him, but it isn't nearly as awesome then.

Mire Keeper x2 - The new premier druid 4-drop. You want to use this for ramp when you hold a 6-drop or you innervated it and have a 4-drop or 5-drop + The Coin.

Savage Combatant x1 - A decent card, but I didn't feel like I need 2 of them.

Swipe x2- Just a really good card. It serves as a single target removal or AoE, but very often both.

Azure Drake- so much value in 1 card. Card draw, spell damage and  a respectable body. It makes your single target spells much more potent and makes swipe an actual board clear. It also cycles itself, which is a big plus. As a bonus, it is a great topdeck lategame too! 

Druid of the Claw x2 - A very solid value play, and the extra flexibility with charge (for killing Flamewalker or getting lethal) is great.

Nourish x1 - This is for lategame card draw. You can also play it on turn 6 with a druid of the flame as the ramp option for example, following up with Cenarius next turn. You don't really want 2 of those as your deck would become too slow.

Sylvanas Windrunner - You can't really go wrong with this one. A great bonus is when you drop it  before your enemy's C'Thun turn. You can replace this with Azure Drake

The Black Knight - My tech card of choice and basically the only enemy that won't have much taunts is warlock (Defender of Argus), mage (Mirror Image and paladin with only Tirion Fordring. You can replace this with Azure Drake

Ancient of War x1 - A great early-lategame minion, but putting 2 in your deck would make it too slow and too vulnerable to hard removal, especially The Black Knight.

Arch-Thief Rafaam - It might seem like an odd pick at first, but Mirror of Doom gives you a great meatshield against C'Thun and a threaateing board in general. while Lantern of Power can set up a lethal next turn.

Cenarius - One of your win conditions. It can stop aggro and control alike with treants or give you lethal with Demigod's Favor. It is also the strongest card combined with Fandral Staghelm. You can replace this with second Ancient of War or a lategame legendary like Ysera or Ragnaros the Firelord. My friend uses Yogg-Saron, Hope's End in his place with quite a good success as the deck has alot of spells and more potential spells due to Raven Idol and Excess Mana.

 

Mulligan

I don't have it done yet against exact classes, but generally you want InnervateWild GrowthMire KeeperDruid of the FlameNat PagleLiving RootsWrathSavage Combatant and Fandral Staghelm in your hand.

Matchups

I still haven't played enough games, but you have a good match-up against Rogue, Priest, Druid. It is 50-50 against Warlock, Paladin and Hunter. 40-60 against Warrior and Shaman. Mage feels very hard, especially freeze mage, but that might be just my biased opinion as I totally hate the class.

So, if you liked the guide and decide to build the deck, don't forget to upvote! That way I know how many people built the deck and are satisfied with it. All feedback via comments is really appreciated as I need to know your opinions about it :)