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[UPDATE] Rank 9 -> legend in 24 hours

  • Last updated May 17, 2016 (Old Gods)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Ramp Druid
  • Crafting Cost: 11460
  • Dust Needed: Loading Collection
  • Created: 6/24/2015 (Blackrock Launch)
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So ive been away from HS for some time, due to magic taking its place for a while =)
But now im back, and i decided to pick up where i left off.. Here is my updated version of my Hard ramp druid for standard old gods

Pretty hard ramp druid


Unfourtunly i cant stream atm since my main PC broke down

Holidays!! That means ill be streaming alot the next weeks. Im streaming some unusual decks (this one included) here:
http://www.twitch.tv/lainstyle

Legend Proof

Swapped out Raggy for Chromaggus because I wanna dodge BGH completely

Hi, Im LaiN(iaK) and as promised im doing a writeup for my latest deck "Big Ramp"
I would like to thank all of you for the interest in the deck =)

Mulligan Guide:

So the first 4 turns are usually the critical once for this deck, you always need to look at how ur cards curve out in order to mulligan well. an example would be to go: turn 2 wild growth turn 3 innervate + emperor Thausrissan. 

Warrior: Innervate, Wild Growth, Wrath, Nourish
Note: Cycle ur deck to have Bloodmage + Starfall if it is patron

Shaman: Innervate, Wild Growth, Wrath, Keeper of the Groove, Sen'Jin Shieldmasta, Nourish
Note: Keep his totals at a minimal

Rogue: Wild Growth, Wrath, Nourish (Innervate if u have rampspells to go with it)
Note: Save removal for primetargets, dont 2xinnervate -> sap

Paladin: Innervate, Wild Growth, Wrath, Swipe, Sen'jin Shieldmasta
Note: Deny him value on Quatermaster and Equality

Hunter: Innervate, Wild Growth, Wrath, Swipe, Keeper of the Groove, Sen'jin Shieldmasta
Note: Dont ramp if u have a play that impacts the board now! 

Druid: Innervate, Wild Growth, Nourish
Note: You need to ramp more then him, because u play bigger minions.

Warlock: Innervate, Wild Growth, Wrath, Keeper of the Groove, Sen'jin Shieldmasta Nourish
Note: Handlock: Make a plan for turn 3/4 to deal with 4/X or 8/8
           Zoo/demon: Let him do all the unfavorable trades

Mage: Innervate, Wild Growth, Wrath, Swipe, Keeper of the Groove, Sen'jin Shieldmasta
Note: 14 life is the magic number you dont die to 2xfireball+hero power

Priest: Innervate, Wild Growth, Wrath, Nourish
Note: Bait him to spend his removals on ur weakest biggies first