Aviana Ramp Druid
- Last updated Aug 10, 2015 (Blackrock Launch)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: Theorycraft
- Deck Archetype: Unknown
- Crafting Cost: 11800
- Dust Needed: Loading Collection
- Created: 8/5/2015 (Blackrock Launch)
- Slick_Willie
- Registered User
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Battle Tag:
SlickWillie#1795
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Region:
US
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Total Deck Rating
141
FAQ
Why aren't you running combo??
This is not a combo druid. It clearly says in the title ramp druid. The difference is one runs combos and one usually doesn't. On the other hand, combo is stupid. I hate Savage Roar and Force of Nature. There's no fun in just slamming 14 or 22 damage to face and winning the game without even having minions on your board. It got old, it's been around forever and I think Druid has way cooler, and more imaginative ways of winning (like slamming down 5 big threats in the same turn). If you want to run combo be my guest, it does work well everyone knows that, it's just not for me.
Why don't you take out this or that for Sylvanas??
I did. For a ridiculous amount of people this was their only complaint about the deck. Personally I still don't think it's really necessary, but meh neither was a Youthful Brewmaster.
Deck info/choice overview
Yeah so Aviana has some insane potential in my opinion; so much so that I felt that I had to make a ramp deck focused around her. If you can get Aviana on the board with either Cenarius or Kel'Thuzad there is a huge chance that she survives, and if she does you basically win outright. I even threw in the Darnassus Aspirant just for some extra ramp. If you manage to hit it with a silence you get a huge ramp boost, and if you play it into a mirror entity the mage is pretty much screwed. If you can hold on to an innervate or draw into one late game with Aviana in your hand you once again basically win. Even if you only get one late game legendary out with her you still get crazy value. When you play a late game legendary (Ysera, Kel, Cenarius, Rag, etc.) you basically use your whole turn doing so, so if you get a 5/5 with it for free that's just extra value. Gadgetzan Jouster is basically just a replacement for Zombie Chow because you have so much high mana stuff it will almost always proc and it doesn't have a drawback like Zombie Chow does.
Update- Removed Gadgetzan Jouster and added a Ironbeak Owl for another way to silence Darnassus Aspirant for extra ramp. Jouster doesn't really seem all that necessary, and if you don't get it in your opening hand it's just a waste of a card slot.
Update again- Removed one Sen'jin Shieldmasta and the one Ironbeak Owl for two Youthful Brewmaster. Seems like a weird choice, but I'm super interested to see if you can reliably return Darnassus Aspirant to your hand and get a free empty mana crystal. Not sure if it'll work out well, but it'll be fun.
Thanks for taking a look, I'm responding to all comments down below, so go ahead and ask away.
Haha, as soon as I saw the card I started building this deck. May be my favorite card conceptually, although Astral Communion is a close second.
And then die to a full board of patrons,druid combo or doom guard pow next turn great plan....
If this deck is ever gonna work aggro and combo decks needs a heavy nerf(which they should get imo). Its almost like you all just forgot zoo,hunter,patron,combo druid,face pala and face rouge are the most popular decks on ladder atm. There is no point in paying 10 mana just to cheat mana on some big creatures when you can just play double combo for 22 dmg+ board instead.
Well for one, that's why there's so many taunts. On the other hand, the whole goal of TGT is to make aggro less prevalent and to give control a boost. Especially before the meta settles I'm expecting to see a ton of control decks. People are going to want to play with their new cards, most of them are heavy control. There are very few good aggro tools seen so far in TGT wich I'm very happy about.
This is theory crafting. What's "at the moment" isn't worth anything. Things may change after the release of The Grand Tournament.
Druid combo will not without a nerf dissapear. Its always going to do 14 dmg with 2 cards and 22 with 3-4 cards. Bk,bgh along with other hard removal will never dissapear. Some things change but the core of the game will always stay the same and since none off the cards so far released give players a counter play to any off these cards they will become a problem for Aviana ramp decks. This druid deck also runs fewer taunts then standard ramp decks btw.
If u dont get the problem with this deck then you will for sure see it when you try making it in tgt. I thought people learned after gvg that cards like aviana,enhanco,bouncing blades,mimrion and troggzor are too situational and slow(just to mention a few)
Theory crafting is for fun decks that you want to try out as soon as the expansion hits, and for me this is definitely that. It's obviously not perfect or even good in the current meta or when the new meta settles, but there would be absolutely no way to make a viable deck with completely new cards. There's no way to know what will end up being good or bad. This is just a theory of something that looks fun. When the expansion comes out it will be fine tuned and will possibly turn into something viable. There's no reason Aviana would be bad for ramp druids.
Who would've imagined... Twisting Nether is gonna be great.
would you intend to combo Darnassus Aspirant and Ironbeak Owl? if not I'd swap the owl for a Spellbreaker. you'll laugh but since it's a ramp deck the Spellbreaker is better.
I'd also swap one taunt for Sylvanas Windrunner and probably run one Shade of Naxxramas
Yep, that's the main reason beaker's is in there. I think I may put a youthful brewmaster in instead though, still thinking.
I think there's enough taunts that aggro won't be a problem, plus it looks alot to me like tgt is really pushing to make aggro alot less prevalent, so especially as soon as it comes out before the meta settles I think the BGH is necessary. Too much value
Ironbark simply doesn't have enough value in my opinion to make the cut.
currently thinking
-1 tazdingo
+1 wailing soul
You could make a pretty interesting new wailing soul druid with aspirants, zombie chow, ancient watcher, etc. But in this deck wailing soul seems unplayable because theres a chance you won't be able to even play it if you draw it at the wrong time because there are alot of high value minions in this deck that you can't afford to hit with wailing soul.
I think Cenarius is the best card to combo with Aviana so I personally would craft it.
Uhm, i'd probably replace it with any other good, high cost legendary you have. Maybe Alex or Sneed?
I'm running 5 polymorphs to counter this along with Starving Buzzard.
Op af
i cant aford deck like this but if you ask me looks realy awesome and i hope soemthing like this will be played in tgt :D
The value is to slam down Ysera, Kel, Rag, Cenarius, etc. all in the same turn. You'd have so many big threats the opponent couldn't deal with them all.
Consider a deck with both Thaurissan and a lot of ramping cards. You might put, say, Aviana for 8 mana, on turn 8 (with 10 mana, thanks to ramping) and then Ysera and Ragnaros, just like that. Put two more big chunky minions in case you have innervate on hand, just for sillyness.
The comparison between Aviana and Thaurissan doesn't really follow. Aviana flat out make your minion cards cost 1 mana, it's a different play, aimed for immediate using it rather then investing in your hand.