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Aviana ramp C'thun - 100% fun

  • Last updated May 4, 2016 (Old Gods)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: C'Thun Druid
  • Crafting Cost: 6760
  • Dust Needed: Loading Collection
  • Created: 5/4/2016 (Old Gods)
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  • Battle Tag:

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  • Region:

    EU

  • Total Deck Rating

    1

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Hi everyone, this is my first decklist so be kind :)

This is a C'thun deck with a lot of ramp cards that should get you to your end game fast enough to defeat your opponent. This is not intended as a competitive deck but I get my fair share of wins with this (about 60%) and it is different and fun to play!

Here's a little breakdown:

Ramp cards:

Aside the usuals (InnervateWild Growth) this deck uses Nourish to give the mana a huge boost or to make a significant draw in the late game (the 2 mana crystals are spendable in the same turn so it's cost effective in most cases). Darnassus Aspirant is a good 2 drop in the new meta that can help in the early game and to establish a mana advantage.

C'Thun cards:

Disciple of C'Thun is a powerful card with an explosive battlecry that is very useful to maintain board control early in the game, expecially if helped by Wrath, whileTwilight Elder can trade with the early low health minions that are abundant in the actual meta. Dark Arakkoa is an amazing taunt, even more if discounted by Thaurissan or played early with Innervate to block aggro damage. I'm not very fond of Klaxxi Amber-Weaver but I can't find a solid substitute for the 4 mana slot. Too often I have to play it on curve, giving up the buff, making it a below average minion.

Aviana:

This is not a gimmick card anymore, most games are resolved around turn 10 or later, giving more space to try combos with aviana and to establish a board that allow to do so. Often I find myself at 10 mana (and that comes quick with this deck) and with a low attack (around 10) C'Thun in hand. The Aviana-C'Thun combo forces the opponent to take care of C'Thun leaving Aviana on board, with huge consequences. If played with Innervate she can end the game since almost no classes play massive removals right now (Brawl aside).

Other cards:

Cult Apothecary - I struggled a lot to find a decent healing mechanism for this deck, this seems to work against many "token" decks right now but is inconsistent with control decks. Since this deck has tons of taunts it shouldn't be a problem anyway.

Baron Geddon - Swipe is a very powerful card right now, with many 1 health minions. Geddon on an empty board is the extra mile to ensure protection against a flood deck.

General strategy:

Mulligan for ramp cards and early C'Thun minions, wrath is good also, specially against fast decks. Card cycle is important here as is learning when to ramp and when to develop the board. Don't be afraid to use Innervate early if it guarantees the board control. Against control is key to value your big minions and ramp quick to them. There are many win conditions in this deck, depending on what you're playing against.

Any advice for deck refinement is welcome, and sorry for any spelling/grammar mistake, I'm italian!