#1 Ramp/OTK druid, 82% win rate to LEGEND
- Last updated Jun 11, 2022 (Throne of Tides)
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Wild
- 11 Minions
- 18 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Ramp Druid
- Crafting Cost: 8940
- Dust Needed: Loading Collection
- Created: 6/9/2022 (Throne of Tides)
- hypno1243
- Registered User
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- 12
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Total Deck Rating
34
if you are looking for a deck to do all the great things ramp druid does but instead of out valuing them you just OTK them, you found the right deck!!
you may have seen some versions of this deck going around right now but in my opinion this list likely the most powerful. this deck is very difficult to navigate but for those willing to learn easy ranks will come!!
Rules of the deck
#1 always keep Guff in you starting hand(needed for combos)
#2 slow down the game at all costs
#3 Ramp like a crazy
#4 Always be looking for lethal once you have the mana to kill (15 mana usually)
Combos: often times you will find lethal turns in unorthodox ways which can result in easily missing lethal during these tough turns, this means moonlit, aquatic form or draw can often be the keys to finding these tricky lethal's that might not even be in your hand at the start of the turn.
this means once you have the mana you should be looking for combos piece's
2x guild trader + faceless + 2 moonbeams = 28 dmg for 15 mana
or if 3 moon beams in hand
2X guild trader(can be a faceless) + 3 moonbeams + 30 dmg for 11-12 mana
some games you will have to improvise a bit(moonlit and queen giving even more value for combo) but once you have the mana many different versions of this combo is possible for possibly more dmg if necessary
Match Ups
Good: shocking this deck is very powerful against most slower control decks, that includes all forms of warrior, curse warlock, holy/control paladin, freeze shaman and other slow decks, these decks tend not to punish you for ramping early which will likely result in easier wins
ok: mid range match ups can sometimes look hard to win depending on if they have a strong enough start but it can be very easy to start to come back with lots of armor and whelps to clear boards, these match ups I have found that Colaque has been a suprising powerful card for comebacks, it also can end up being a amazing faceless target to gain a massive amount of health back , these matchups include mech decks, beast hunter and rouge decks. big swing turns and constantly looking for lethal turns will be necessary to win these games
meh: giga smorc decks can be hard to deal with sometimes, they often have the tools to threaten lethal before you are able to play any of the good cards that make these matchups good like miracle growth into scale, if you are able to to get you armor tools out they will no doubt run out of value to kill you but its all about getting there, that means even keeping scale in you hand sometimes and doing anything it takes to slow down the game( alot of times in these mathups you will not even need big combo turns to win)
Hope you guys are having fun with this deck, leave you thoughts in the comments I'm curious to hear how you guys are doing with the deck and lets make druid great again!
Trying it but losing so many games due to finding Guff too late for a mighty 40% win rate... shit luck I guess
How would you replace Azshara ?
Zola?
Hey dude, ty for the deck <3 How do you play vs celestial/ramp druids? Ty for the answer
Glad you enjoying the deck! the good news with you question that other druids are really low play rate across the ladder right now so you won't be running into a lot of them overall, the bad news it can be a tough match up to beat other druids, they will also want to be ramping hard early game to which means it often comes down to who draws there better ramp curve, if they are able to ramp hard and you don't have any, you won't be able to punish them for it, and vise versa. so my tips would be try to keep all ramp you can find because they won't punish early and if possible try to fight for the board since they also don't have a lot of board clears( if able play Onyxia second to counter their Onyxia- will be huge tempo). hope this is an okay explanation and good luck climbing!
Amazing deck!
thanks man, Happy climbing!!
Sorry, there is a better 5 card combo that deals more dmg: brann - arcanist - zola (on arcanist) - arcanist - arcanist - arcanist - moonbeam = 34Dmg, only 5 card slots taken
Also, control warrior is HIGHLY favorable in this matchup due to fact they run Mutanus (or brann-mutanus) and have way above 34 HP in general. But never the less, absolutely winnable. Love this archetype, have been playing it with arcanist combo with fair amount of success.
I think the arcanist version is much less consistent as a whole with this deck giving you way more options with survival and flexibility, the control warrior matchups have been very favorable for me actually with this version of the deck(almost 90% win rate), a combo piece can be eaten and you won't just instant lose like if they ate you Brann, and since they are tradable you are able to try dodge Mutanus as well but im glad you are enjoying the archetype, best of luck with the weaker version of the deck(;
much less consistent.
This combo is five cards, 15 mana for 28 damage, but the arcanist combo is five cards, 15 mana for 34 damage.
the arcanist counts only the first spell you play
So you run only 1 moonbeam. Arcanist work on both "shots" from the moonbeam
my problem with the arcanist version of the combo is that it you need to draw every single card of the combo to let out the "big turn" and this can mean holding on to cards for a very long time before they are useful because they can't be played unless you are letting out the combo. With this version, it is much more flexible, you are able to trade the spell dmg in matchups where it won't be relevant in the early game. the Faceless's can be used to get massive value on Colque or Onyxia if necessary. and since arcanist only goes on the first spell you won't be able to generate as much dmg if you are able to generate 3 or even 4 moon beams. This will result in having much better and more consistent matchups overall. Hope this explanation is alright lol.
I understand your point and see the value of faceless outside the combo. On the other hand, with arcanist you get more space in your deck to run control options like Neptulon or Lokholar that help you "get there". I don't agree on inconsistency in matchup of arcanist version. Guess its the matter of taste.
more flexibility with the combo and tradable combo pieces makes this version better imo.
most fun i've had playing a deck in hearthstone since patron warrior
ay man, that means a lot considering its been a long time since that deck has been around lol, thanks man! glad you having fun man, like patron warrior the skill cap for this deck is crazy, so I'm sure its only going to be more fun the better you get with it. Happy Climbing!!
Brann + 2x talented arcanist with 1 guild trader as a backup to get through a bit more armor. Also 2x living roots maybe?
that will almost never be necessary, I don't think talented arcanist is powerful enough for moonbeam otk decks since it only is for the first one, i also don't like living roots to much either because it talks away from you Jerry Rip carpenter consistency, it you use this list finding lethal will almost never be a problem it is surviving until you can find it will be. you can try other decks that run talented arcanist combo but it will almost certainly be less powerful and consistent than this deck
Is Colaque a must or can I replace him with something else?