[Nuba]GvG Take on Ramp Druid
- Last updated Dec 4, 2014 (GvG Prelaunch)
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Wild
- 21 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 8340
- Dust Needed: Loading Collection
- Created: 12/4/2014 (GvG Prelaunch)
- Nuba
- Deck Architect
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- 11
- 35
- 63
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
647
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One of the first decks i'll try out once GvG Hits.
I wanna test all these cards, mostly the shredders (4 and 6 drops) because I know how immense their potential is. Idk how better they are than existing current 4 and 6 drops, but at least for now I am sure Piloted Shredder is a beast, the Golem we still have to test that is why I am putting 2 of them on the initial deck. Hope yall like it!
I don't really like Alexstrasza. I would add in Onyxia because it has such massive synergy with Cenarius.
Neither of them, i would put ysera in
I would take out Alexstrasza and add in Onixia. She has such MASSIVE value with Centarius.
Not so sure about Cenarius / Alextraza value here. And Piloted Sky Golem is pretty bad imo.
Personally don't like Grove Tender, I find it self defeating in nature.
it's not innovate at all looks trashyyyy :/
Its a cool concept but its not a ramp druid. You need Nourish and more big minions for the late game. I cant see how Piloted Shredder and [card]Piloted Sky Golem[/card] is any good here. Sounds more like a midrange/fast druid as we are seeing in the meta.
My upcoming ramp druid: http://www.hearthpwn.com/decks/130367-gvg-ramp-druid
Nourish isn't worth the pixels it's printed on. Wild Growth and Grove Tender are more than enough Ramp. I think this does need some more big creatures though.
If you plan right your mana curve, nourish is quite good.
That counts on getting a double Wild Growth to cast a turn 3 Nourish. Not only unlikely but it kills your tempo. Three turns of doing nothing when you can drop a 5 drop on turn 3. There's a myth about Ramp that it's about dropping 10 drops as fast as possible. That's why Innervating twice for a single card early is a mistake. Ramp is about tempo and winning the game through value minions. Nourish kills that tempo.
The thing about Nourish is that it gaves you 2 full mana crystals, you can use Nourish and Wrath afterwards, its not a complete loose turn.