[Legendary] Ramp Druid
- Last updated Dec 24, 2016 (Gadgetzan)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 4840
- Dust Needed: Loading Collection
- Created: 12/16/2014 (GvG Launch)
- Lodamar
- Registered User
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- 11
- 31
- 33
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Battle Tag:
Jaximus#2334
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Region:
EU
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Total Deck Rating
602
This is the deck i used to get legend this season, pretty solid matchup versus Warrior.
I'm really happy to see this deck has been noticed and commented, i try to reply to everyone
Feel free to ask everything.
Here's the stats from rank 5
Most comments are about legendaries replacement, so here's a miniguide
EDIT: 13/01/2015
Made some changes to fit better this meta, more antiaggro, i removed Ragnaros because in this meta everyone is running at least 1 BGH, in this deck there isn't any target
EDIT: 03/09/2015
Some changes after TGT launch
EDIT: 20/06/2015
Just updated to the deck i'm currently using
MUST HAVE AND REPLACEMENT (OLD)
I will just speak about Legendaries as other cards are simply an autoinclude in most druid decks and without them the deck can't exist (I'm speaking about you Ancient of Lore)
Legendary Priority:
Loatheb > Dr. Boom > Sylvanas Windrunner = Cenarius > Ragnaros the Firelord
Cenarius: this class legendary is simply amazing. I used it almost always with the two treants. Stats buff possibility is the cerry over the cake. Used on t9 will likely set up a (7+4+4+4+2=21) damage combo next turn. it buys you time, helps stabilize the board and protect your other minions
SUB: Ancient of War is best replacement. You can try Hogger too for a slightly lower mana curve, but Hogger is a lot easier to manage.
Loatheb: Saved my ass a lot of times, simply a must and easily accessible. Drop him not in curve but when you have at least 2-3 minions on board to disable AoE removal, or to make cheap single target removal inefficient. Wonderful drop on t8 when you have FoN combo in hand and you are going for Lethal.
SUB: I think everyone will use it, however the most similar replacement it's Troggzor the Earthinator
Sylvanas Windrunner: i haven't used her for a long time, but when i gave her a try i fell in love. Many opponents go crazy when they see her, trading all their board not to give you a minion, such value. Drop her on an empty board only if you have nothing else to do with your mana.
SUB: There are few subs for Sylvanas Windrunner, as her role and utility can't be found in any other minions. Cairne Bloodhoof [RIP] is best one, very sticky and annoying minion, he fits the "spirit" of the deck. Another good sub is Piloted Sky Golem for same reason of Cairne, they fits a similar role. Last you can make a "tech" choice if you are facing lots of druid and/or taunts (Sludge Belcher), The Black Knight. he will help a lot also versus Handlock, one of the worst Matchup of this deck.
Dr. Boom: As you can see from my profile picture i really love this card. I started playing him in my Control Warrior, but in this deck he really shines. Those Boom Bots are a really pain to deal with. For 7 mana you have 9/9 worth of stats and 2-8 random damage, just CRAZY. If they leave bots on board and deal only with Dr. Boom, next turn you have a 20 damage combo. If they deal with them they loose integrity for their board. Best legendary from GvG imho.
SUB: very hard to replace, top priority to craft. Some "good" subs are: Ancient of War, Sneed's Old Shredder or Malorne. You can also try one of Sylvanas Windrunner subs. Or simply another good 7 drop like Troggzor the Earthinator.
Ragnaros the Firelord: very powerful legendary though RNG based. Even if removed instantly you are sure he impacts the board and you gain at least some value from his first big fireball. I used it not so often but when i did he won me the game usually. You can manipulate the board trading minions to help RNG choose the target (:P). The least important legendary for this deck.
SUB: You can use many subs for Rag, as he is a personal choice and not a must, i'll give some possible replacement however. Sneed's Old Shredder, Ancient of War, Malorne, Troggzor the Earthinator, Kel'Thuzad
MULLIGAN and MATCHUPS (Work in progress)
Druid
Druid vs Druid is always a coin flip.
Mulligan for Wild Growth and Innervate
If you have The Coin and Wild Growth, use it on T1 only if you have Shade of Naxxramas
You have to play on curve and be as efficient as you can. Use Sludge to bait Black Knight, and let him waste his BGH on Dr.Boom
Hunter
FaceHunter
//More to come, just very little time
I don't have most of the legendaries listed so I put Onyxia in the deck. It works great.
After my failed attempt to do my own ramp druid I decided to research how others were doing it. I decided to try yours since I had almost all the cards. First three games I drew the Zombie Chow in my opening hand and it was great. The deck itself has been very solid and so far always feels like it has an answer to whatever is needed on the board, or else card draw to get answers.
after running into mage a paladin so much i see where you are coming from, but i would reccomend 2 zombie chows and 2 ancients of war to help flesh out late game. maybe + 1 mind tech as well. up to you what you want to replace... i am rank 1 atm maybe i can talk more after i get legendary
The problem in this deck that it hasnt low cost creatures
I do not like your substitutions at all. Zombie Chow is NOT good card in ramp at all, You will seldom draw it when needed vs aggro, and when you do draw it vs control its a completely DEAD card. Edit: Removing Loatheb isnt that bad of an idea vs aggro, also removing dr boom isnt too bad, however i reccomend putting ancient of war x2 if you want to still have a late game.
http://www.hearthpwn.com/decks/161241-ramp-tech
not advertising btw its not even a guide, just giving an example of what better teching would be. Looks similar to your old deck right? Thats because your old one was superior. Btw i am at rank 2 atm havent stopped climbing yet.
After reading this note I looked at the old deck and made a substitution for the zombie chow and am laddering up very nicely. Thanks!
i got pagle from it a few games ago and drew 3 cards because he had no answer. Then the good ole annoytron drop. Its all in the RNG, but the fact that people think twice about removing it is its greatest asset.
no shade is invaluable. as rule of thumb, if they have a way to clear it (brawl, flame cannon, equality consecration) reveal it at 4 or 5 attack, if they dont, hide it until it can trade for a higher size creature or kill an armorsmith or whatever.
double force savage is more then enough finishers
Anyone else have a hard time against Paladin?
MCTech is really a good touch even in control matchups due to the mass amount of Dr.Booms.
Why did you replace Dr Boom when you went on about how unimaginably brilliant he was in the description?
Probably because BGH is in every deck out there, except aggro decks (where Dr Boom doesn't shine either).
^ Counter the counter
I would use Boom every time, baites BGH for a ragnaros, and the boombs clear board and serve as tokens. Rank 5 actually keep on climbing
Boom is still good. And goes really great with ramp because when you are close to finish your opponent, it forces you enemy to use bgh and do one less defense ability. And at this part, you will buff your bombs with roar., then go for the kill or devastating removal.
From rank 14 0 stars to rank 10 3 stars, and still climbing, fast and steady. Glad I didn't DE the cenarius I got someday. found this deck and crafted the essentials and i cannot believe how much fun I'm having. Thank you
what are your stats/rank in the current season?
what can i use instead of cenarius?
I've been using foe reaper as an experiment. I find that he's just so hard to kill because no bgh and uber boulder fist stats pretty much. he has a pseudo black knight ability where minions behind taunts like sludges get crushed. I'm facing a lot of druids so the reusable black knight ability and basically unremovable by druids means that he kills belchers and chops up stealthed shades. it's also nice against aggro if you can innervate him out he's a repeatable board clear. I'm actually liking the card in druid and the one less mana over cenarius is subtle but it means you can double innervate him out on turn four for a massive ongoing advantage or turn 3 off of a wild growth and double innervate.