[Legend] Rank 4 Ramp Druid
- Last updated Jan 28, 2015 (GvG Launch)
- Edit
- |
Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 8740
- Dust Needed: Loading Collection
- Created: 1/8/2015 (GvG Launch)
- Gravehound
- Registered User
-
- 10
- 26
- 52
-
Battle Tag:
N/A
-
Region:
EU
-
Total Deck Rating
430
Reached legend on 6.1.2015 and peaked on legend rank 4 with this famous deck http://www.hearthpwn.com/decks/142578-legendary-gvg-ramp-druid.
This deck hasn't really got a bad match up, though i made one important change. I subbed out Cenarius for the more than underrated Foe Reaper 4000 which i simply find amazing. Before you call me insane for dropping Cenarius out of a Ramp/Combo deck let me explain my reasoning. Everyone knows what Cenarius can do in that deck so I move right to the pros of Foe Reaper 4000.
First Foe Reaper 4000 comes out a entire turn earlier and boosts a huge 6/9 body but the reason why i fall in love with the Reaper is his unique effect which comes as close to MtG's trample as we can get now. Also you can play him on turn 10+ and use your hero power which can sometimes decide a match against other decks which abuse a combo to finish.
As bonus he is BGH immun (so is Cenarius). One of the main problems of the ramp/combo druid are taunt heavy decks like handlock and the ever present taunt minions like Sludge Belcher. Foe Reaper 4000 kinda solves this problem.
Your opponent hides his important minions behind a Sludge Belcher? Too bad his minions still gets hit for 6dmg.
Your opponent hides behind a giant buffed by Sunfury Protector? Slap on a Savage Roar and kill the giant and survive! If you have a leftover Wrath you can even kill 2 giants with one attack.
The rest of the cards is pretty stable in druid decks and don't need a lot of explanation.
EDIT: Subbed out Ragnaros the Firelord for Black Knight which does a lot more in the current meta.
EDIT2: Subbed out Dr. Boom for Troggzor the Earthinator. The Deck avoids BGH now completly and is stronger against spellheavy decks such as the reinvented miracle rogue.
EDIT3: Subbed Dr. Boom back in and also went the one combo route now with two Azure Drakes. Also Cenarius and Mind Control Tech are in now.
Mulligan:
Always look for Innervate or Wild Growth things get pretty easy if you get them which means turn 1 Shade of Naxxramas or turn 2 Piloted Shredder. Though it's no insta lose if you don't get them when you get enough removal instead.
MCT is really useful to mulligan for against Hunter and Mechmage.
Some advises:
Only coin out Wild Growth when you have Shade of Naxxramas in hand and for the hell of it attack with them when you have to, don't let them get to 8/8 stats if you die in the process.
Always check if you have lethal or not when you have minions on the board. Remember Force of Nature + Savage Roar alone means 14 dmg. Each minion beside that means his attack + 2dmg.
Use Force of Nature and/or Savage Roar for removal if you have to, there is a reason why we run two copies each.
Ancient of Lore can be used as healing. Sometimes it's better to heal instead of drawing more cards.
Budget:
A lot of the comments were about possible replacements for some of the legendarys, so I thought I'll write a few sentences about possible replacements of the Epics and Legendarys. However I won't talk about the Naxx cards because they are pretty vital for the deck and you should unlock them first if you don't have them.
First to the epics: The first card which is not replaceable is Ancient of Lore because it's a good body together with your only card draw ( Wrath won't be used as card draw a lot of the time) and the heal is awesome in hunter match ups.
Another unreplaceable card is of course Force of Nature without the combo the deck can't exist. You can however only run one copy if you also cut one Savage Roar. This limits your use of the combo as removal though. A possible replacement in this case would be Zombie Chow to have boardcontrol from turn one.
Big Game Hunter is another top priority to craft but can be replaced with Naturalize.
And now to the legendarys:
The general rule is that every legendary can be replaced through another legendary or strong epic with the same cost.
For Sylvanas Windrunner that would be either Cairne Bloodhoof, The Black Knight or Piloted Sky Golem. Her effect however is so strong that she also is a top priority to craft. Also she fits in nearly every deck.
Dr. Boom is hard to replace aswell because the bombs offer so much combo potential through Savage Roar. You can try Troggzor the Earthinator or Ancient of War in his place.
Ragnaros the Firelord and Foe Reaper 4000: You can replace this two with nearly all of the big legendarys like Ysera/ Cenarius/ Kel'Thuzad and also the cards with Dr. Booms replacements.
If you don't have 2 of the big legendarys mentioned above you can also go a more midrangish route and play 2 Azure Drakes if you go with 1 set of combo cards or 2Spectral Knight if you go with 2 sets of combo cards. Keep in mind that the deck won't be nearly as strong though.
EDIT: A lot of people seem to have a hard time with aggro in this case change Piloted Shreeder with Sen'jin Shieldmasta.
I run this exact deck except take out Sylvanas Windrunner Dr. Boom Foe Reaper Ragnaros the Firelord
~At first I understand this may sound completely counter productive *on theoretical paper*, but by taking these out and replacing them with standard cards I have boosted my win rate DRAMATICALLY simply due to not having dead hands from bad luck constantly. I've actually put in multiple replacement cards, I don't run any of the 4 "big legendaries", and sometimes-if I have something- I'll even (temporarily?) take out the BGH as long as I'm replacing it with something of around equal cost and hopefully value. A list of the cards I've replaced it with in the past are lower yet solid early-mid game cards such as Spectral Knight or Zombie Chow (both worked even better than expected really), ran Acolyte of Pain for a game or two to see if the draws were worth the risk, even Haunted Creeper and even OOZE just to try to set up extra strong early game combos.
With these simple changes (and I know, it might sound "bad" to quite a few on paper to not have these game-changing legendaries in your DECK... the thing is they often sit dead in hand actually costing you the game rather than helping with their powerful effects) I've boosted my win rate from a MAYBE 50-50 area, to now 77% win-rate. If you still want to keep the over-powered -moving into later game- cards... I highly recommend dropping JUST the 2 8 drops then. Dr. Boom is amazing I admit-especially with savage roar, and Sylvanas Windrunner is helpful in basically everyday. I had about a 70% win rate when I keeping track with those 2. I just couldn't stand the big 8+ drops, I (PERSONAL OPINION) felt they rarely ever fit the deck correctly; more often costing me a loss than helping towards a win.
I prefer keeping both and taking out both 8/9 drops for 2 early game zombie chows personally. Felt it worked way better after testing both sides.
If you're losing hard to aggro either sub in two Chows and possibly an MC Tech, or play another deck. You could even play an Antique Healbot.
i guess this deck can't beat zoo
It certainly can.
-1 Foe Reaper 4000
+1 Cenarius
Cenarius is way too good in combo decks to ignore, Foe Reaper 4000 is just too slow and situational.
Foe Reaper is the only difference between this guy's deck and the one he mentioned; I would assume that it was a key difference that allowed him to reach Legend 4
He says it's because of Handlock, but honestly, a second Big Game Hunter orThe Black Knight would be far better. No combo deck can afford to run inefficient legendaries with no immediate effect.
We have absolutly no rush with combo druid and while it's true that the Reaper has no immediate effect it's far from inefficient. It's actually extremly efficient with the boardclear possibilities.
One hour ago i was able to build the original deck of Recksimus (with Cenarius instead of Reaper) and Black Knight instead of Dr.boom because i couldnt get him. I got from rank 16 to rank 11 without even losing a game.I beat all of the clashes and different kind of decks.I beat classic aggro warlock to handlock or aggro mage or warrior,etc.The only class i didnt get to play was hunter.Anyway i loved the deck and i highly reccomend it.Maybe i was lucky,i dont know, but the point is that this is a powerful deck and fun too.
Have fun.
Should work because he fits the style of the deck: sticky minions which are hard to remove and enable stronger Force/Roar Combos.
I think that Foe reaper would also be a good replacement for Ragnaros. Im tired of seeing Rag ruining my games because of RNG, plus he always gets killed by BGH.
Cenarius can really help against hunters when you are really low on hp.
Yeah Ragnaros the Firelord/ Foe Reaper 4000 and Cenarius are changeable aslong as you get 2 you're fine. I like Rag because he is so scary and difficult to deal with when they used their BGH on Dr. Doom.
I'm happy you used my deck and adjusted it to your preference, good job on legend
Thank you, I didn't changed that much so i thought it would only be fair to give your deck credit in the first sentence. It worked like a charm before I made my own changes.
I peaked at legend place 4 just like in the picture above but currently at place 9 just because I didn't played ranked that much now.
I don't find paladin difficult to deal with. The trick here is to keep his field clear of recruits so that he doesn't get value from Quartermaster. There should never be more than 1 recruit on the field, even when he plays Muster for Battle you can use heropower and wrath with a card draw for 4 mana or just Swipe his whole board. Also always keep a Keeper of the Grove in hand for tirion if you can afford it.
Handlock on the other hand is harder but not that unwinnable either.The hard part is seeing if he plays Handlock or Zoo in the mulligan phase. The chance that he has both Mountain Giants in his first few cards is not that high. And even than we can trade with one because you should always have 1-2 minions on the field by then and if you can find you BGH you're on the winning side. Always mulligan for Keeper of the Groove against Warlock because it's so strong against both Zoo and Handlock.
For clarification, "seeing if he plays Handlock or Zoo in the mulligan phase" means watching to see what cards he replaces. In general, if he replaces his hand, it's probably Handlock. If he doesn't, it's probably Zoo.
Yeah that's what i meant. If he replaces more than two cards it's handlock if he doesn't than it's probably zoo. Works better if your opponent got the coin.
Have all the cards except foe reaper so I'm running Cenarius instead but I'm trying to justify crafting him cuz he looks like a lot of fun! T_T I love the synergy with savage roar foe reaper. But how come foe reaper's so underused in the current meta? Dr. Boom's really amazing but everyone runs bgh now lol. But how viable is he currently and shortcomings? Congrats in getting to legendary! Always happy to see a fellow druid make it up there :)