Ramp Taunt Druid
- Last updated Nov 3, 2022 (March of the Lich King Pre-Patch)
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Wild
- 20 Minions
- 18 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Taunt Druid
- Crafting Cost: 18520
- Dust Needed: Loading Collection
- Created: 11/1/2022 (March of the Lich King Pre-Patch)
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Idea for a taunt ramp druid i am trying out. Will post updates as i gain more experience and refine the deck.
The main idea is to use smaller taunts to protect yourself against faster decks while you ramp into guff. Play malfurion later and then res all your big taunts to win or use denathrius to end.
Additions and Removals:
-2 Thickhide Kodo
-1 The Sunwell
-2 Flipper Friends
-1 Capture Coldtooth Mine
-1 Mo'arg Forgefiend
Played a longer control game against a SI:7 rogue today and found the Hadronox was game winning. The fact I managed to revive the lich king twice and almost took the game to fatigue with 65 health shows the deck is a powerhouse in more control oriented games.
You do NOT want to run spreading plague in a Hadronox build. It ruins your graveyard. You want to ramp and start dropping big taunts. There is no reason to run Hadronox without Hedge Maze. If you can only trigger his deathrattle once, there is no point in playing him. I've tried some deathrattle taunt druid. I'm 2-6 with it. For some perspective, I have over 2k wins with Druid. It's my best class. I don't see this as functional because you have to leave out too many wildly successful packages to make the build make sense.
I understand the concerns about spreading plagues diluting the revives from Hadronox. In my experience with this current crazy meta, two 1/5's with taunt can be the difference between dying and living another turn. Hadronox can also be triggered multiple times if you discover a copy with Moonlit guidance.
I played a ton of taunt druid when it was in standard, and in fact, I still play it a ton in wild. Excited to see the cards come back. Your description is more what I tried to do. It still is not good in this meta.
IMO this deck is really bad and wildly inconsistent. If you don't draw Guff on curve you're gonna have a full hand most of the time and not being able to draw anything.
Yep seems like normal ramp druid is still the way to go no matter what.
Coldtooth mine is meh i'd add second scales instead. Also idk how good Lich King is but could have him instead of one big taunt
I found Coldtooth Mine or Taelan Fordring was needed to pull Denathrius in a 40 card deck. I did consider putting in Lich King over a Mo'arg Forgefiend but thought the armor would come in handy if the game was going longer. The card generation from Lich King would probably be better if it sticks.
in theory yes, but Ramp Druid runs neither of those, it just has enough draw to pull it relatively quickly. Mine n Taelan also give the opponent more information which is troublesome. I've switched Mines for second Earthen Scales and both Flipper Friends for Jerry Rig Carpenters, makes ramp and draw more consistent. Taelan stays for now, i'll share my results later on.
I completely understand the fear about giving opponent information about having Denathrius in hand but I have found that when you play against a ramp druid you expect it anyway. Not to mention your hand is always 7-9 cards so the chance of losing Denathrius to Theotar is only around 29%. I have also seen players experimenting with Hedge Maze into Hadronox for more consistent Deathrattle triggers but I'm not sure what to drop for it.
There's an option to go full big deathrattle with Hedge Mazes, 7/6 draw and copy deathrattle minions, 3/3 shuffle copy of a beast (Hadronox) into your deck but i think it's not the way to go. Hedge Maze would have to be switched for one of the smaller taunts i guess, in early game you ramp up anyways and there's not much room to play them. You don't really want them being resummoned either.