[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)
- user-16485702
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Total Deck Rating
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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
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
I just played my first match with this deck against a face hunter at rank 13. I had a lousy mulligan, but ended up innervating into Emperor T on turn 4 and it was smooth sailing from there. They left the match on turn 7.
(edit: 3-0 so far with two DCs from my opponent. Awesome to see this kind of reaction)
op deck
The Kel'Thuzad element feels kind of forced here, I'd rather have Cenarius and some better quality heavies than the ones with recursion. Feels win-more, if you can get KT in place where he'll be useful you're already pretty far ahead.
That said, Tree of Life is one of my new favorite cards to run in ramp druid, thanks!
Actually sometimes KT really can save you. It wins me a couple of hopeless handlock and control warrior match ups. In first match up hand lock goes for face with Shredder on board, then i got kt and kill my shedder, king krush pops up and i traded up aganist molten, then i kill it again and it was Foe Reaper, clean handlock board and use tree of life. GG. Second match up i got Mogor the ogor pops out out of shredder and KT summon it like 3 or 4 times :D. Then gg.
ToL is good card. You can perfectly waste a turn on healing, if you like 1-6hp and your opponent doesn't have huge board. It's huge hit against facehunters, you win 95% games after you do that, cuz he runs out of steam.
You need some fatigue deck experience, not the ramp one. Most ramps win because of Fon+roar OPnes, or because of 3-4 drop early and tempo that way. But druid have really good ability to stall the board with well-timed wrath, swipe and keeper. Combine with ability to heal up later.
>Unfortunately if I'm 1-6hp it's because the opponent has too many cards on the board
>How do you deal with Face hunter's constant charge/weapons and ability to just silence your taunts instantly.
There is contradiction in those two. If you play against facehunter - he goes face, thus you have your minions on the board. Silence doesn't remove your minions. You still can get control over the board, and heals counter burst damages(5 cards, AoL including).
You can theoretically loose a board to tempo/aggro decks, like mechmage or zoo. You need to slow them down and fight for board control as fast as you can. Hitpoints is the second priority here.
Thats a good point. If youre down to 1-6hp, generally their board is pretty stacked and they are just gonna nuke you again.
Hi, what can i replace one ancient of war and thalnos?
If you don't have Thalnos, throw any card with +1 Spell Power. You'll use it with a Swipe combo (5 damage to one target, 2 damage to the rest).
I've had great success with this deck with little alterations:
Keeper of the Grove -> Baron Geddon
Cairne Bloodhoof -> Piloted Sky Golem
Yep, I made the deck even heavier and it still works as intended.
Had some problems with enemy sylvanas and mirror entities. Without even a single keeper, it's hard to deal with heavy-deathrattle minions (and I guess with single keeper too, to the lesser extend). And mirror entity is just a fucking counter to what this deck do, tho. I probably should return keeper back (I tried 2 keepers before, and run off steam because of that; guess your deck is right, 1 keeper is a way to go). What is your way to deal with mirrors tho?
I don't get those ppl who cry that this deck can't stand against aggro. I mean really, I kill every facehunter I've encountered. Just live till lategame, heal, taunt up. If you did - you win. If he killed you before you can heal up - either he's lucky, or you played bad. And this deck shines against both control and midrange, you never run off steam against them.
I don't want to say this deck is bad because clearly people are having success with it but I'm getting trampled every game, I think I've played 12 games and won maybe 1.. It just seems far too slow to start, by the time I'm playing anything my opponents have 4 minions or more on board and can just trash my taunts, with their answers, while this deck has none..
No bgh, no mind control tech, no shade or druid of the flame, and no poison seed starfall synergy, no zombie chows and no sludge belchers. How this deck survives against aggro is a mystery to me. Even with the absurd amount of healing, I feel like this deck will fall to many of the meta decks atm. Aggro decks have evolved to include 15+ damage of burst as well as continuous damage so I feel as if one you get around to playing your big threats it's already too late. Finding a way to fit more early game minions (chow, decent 3 drops etc.) would make this deck much more effective with the heavy ramp style. I would recommend removing at least 2 of the 7+ drops as well as an ancient of lore for starters and play around with the inclusion of only 1 healing touch or no tree of life. The deck is great fun but could use improvement is my analysis of it's effectiveness.
Every single card beside Nourrish, Chromaggus and Wild Growth helps you play against aggro, buy a brain. I literally have 0 defeat with this deck since rank 9, playing 90% against aggro.
The core point of this deck is you can heal yourself in lategame, thus win game against aggro. 15 damage burst? Have fun dealing with 18-25 hp healing from ToL. Removing AoL isn't the thing you want to do either: it's 5 heal and body.
Speaking about 1-3 mana minions. There aren't lot of them, who can stop aggro, and having them in lategame or against control is bad. Having only big creatures in deck means you have really stable and good plays every turn in lategame.
Your statement that 3 drops do not impact the late game enough is incorrect. MC Tech, BGH and Shade can impact the late game dramatically in a variety of matchups. Against control, Shade can easily trade up with minions like sludge belchers and larger in slow match such as handlock and warrior while on the other hand can be ramped out early against aggro and pick off a high value target like a knife juggler. BGH can kill high priority minions like Dr. Boom and Ragnaros with ease and IMO is an auto-include in any druid deck these days because druid lacks hard removeal (I personally run two). Bgh also has the ability to trade up with it's substantial 4 attack and can be played naked against aggro without any woes. Mind control tech is a superstar against Zoo and Paladin and even has an impact in heavy control matches where Dr. Boom is played. Sometimes, these little 3 drops can outvalue 7+ drops by a longshot and IMO belong in every druid deck. The exclusion of them seriously vexed me and I just wanted to explain my position to you on why they should be included in the deck
Not saying they aren't impactfull, but they are situational against control/midrange and don't help against aggro. Sometimes you don't have luxury of having too much cards at hands, while your drops getting removed one after other. If you keep the pace and drop big stuff each turn - you get value. If you run off fatties and need to play 3-4 mana creatures when they do almost nothing - you probably lost.
Speaking about BGH, he does nothing against aggro/tempo decks, which clubbers the ladder. And control players tend to play around BGH if they can (like this deck).
I just had to add this photo and thank you for my funniest moment in a while. You can see him conceding in the background :P
I told myself I was going to put the time in to show appreciation for decks I enjoy on here.
So here it is.
Thank you for this fun and climb. :)
Nourish is a horrible dead card so often. Getting it past 6 mana renders it pretty useless, especially when you end up with both of them in the bottom 15 cards of your deck and your hand is pretty full anyway.
You can nourish to get mana crystals.
T4 coin+nourish
T5 7 mana to play fatties
Even faster if you encounter another ramp cards.
Question: do you want to ramp for mana crystals for 5? It spends whole turn for nothing and everything. Answer is: yes, yes you do. Having two mana difference results in every turn big minion plays faster than general, thus being able to do tempo swings each turn afterwards. And you have plenty of big creatures and draw engines, so we never run off steam by having too much ramp.