(Legend18NA) Combo/Ramp (no Shades, double Aspi...
- Last updated Dec 30, 2015 (Explorers)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 7680
- Dust Needed: Loading Collection
- Created: 8/25/2015 (TGT Launch)
- user-11141369
- Registered User
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- 4
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- 12
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Battle Tag:
N/A
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Region:
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Total Deck Rating
27
Update (new season):
Don't run Druid if my assesment of the meta is correct!
You are slightly unfavoured against Aggro Secret Paladin and Tempo Mage, Face Hunter is a coinflip.
Onlly in a meta when decks like Midrange Paladin, Midrange Hunter, Warrior Control are popular - this deck can achieve a winrate of maybe even as high as 70% (or in extreme cases, as my run to legend was last season - about 80% - profiting from suboptimal lists shortly after TGT-release!).
So, this is the deck I hit legend rank 18 with on NA on two occasions (both on the final day, since I only reached legend near the end of the season). I love the fact that I was able to build this deck on the day of the TGT-release and to see it immediately work! On the day of the TGT-release it actually took me from rank 11 all the way to legend in a couple of hours. Although I was somewhat carried by all the people playing sub-par decks that day, this deck has sustained a very high winrate after that. I never left top 200 legend after reaching it. After the TGT-release date, however, I had to do some non-Hearthstone things and only came back to pilot this deck once again in the final two days of the season. The first day I reached rank 44 legend and consistently stayed around 60-130, the second day I reached rank 18 legend on two occasions (unfortunately I lost immediately after that both of the times) and consistently stayed in top 60 until Tempo Mage seemed to become more prevalent (this is the deck's worst matchup) and I had to stop playing it (at this moment I am rank 124)!
Definitely my most awesome HS-season so far and this decklist seems very consistent (although it should of course be tweaked according to meta demands)! Hopefully you agree and if you don't (or want to say something else), please leave a comment!
Notable cards that aren't in the deck!
- Loatheb: not enough Rogue / Priest / Mage in the meta.
- Sludge Belcher: might take Harrison's spot in the deck if the number of Warrior / Hunter / Paladin-players decreases.
- Sylvanas Windrunner: too slow, bad if you already have the board and vulnerable to silence (not many other silence targets in this deck).
- Shade of Naxxramas: no immediate impact and you have enough early drops already with the inclusion of 1 Living Roots and 2 Darnassus Aspirant.
- Ancient of War: not aggressive enough for its cost and double Azure Drake forces the curve to be a bit lower.
Notable cards included in the deck!
-Cenarius: huge impact on board state with a single card and helps you regardless of whether you are pushing for value or for aggression, wouldn't consider replacing it.
- 2 Azure Drake: compensates for lower curve and the negative 'value' of Ramp, works well with your damage spells, wouldn't consider replacing it except when changing the entire deck to counter aggro (a list which would replace combo cards, Living Roots, Dr. Boom and Azure Drakes for Sylvanas, Ancient of War, Sludge Belcher and probably more heal).
- 1 Living Roots: makes the deck feel more 'rounded'; fills the void of Zombie Chow as well as giving you more removal (to a lesser extent also comboes well with Cenarius and surprises opponents that were playing around combo by staying slightly above 14 health) (oh, and you play it on turn 1 as 2 1/1's vs every deck I can think of, in almost any situation), can easily be replaced depending on the meta.
- 2 Darnassus Aspirant: high-priority target for your opponent's removal or a valuable ramp card, makes playing the deck less straightforward, wouldn't consider replacing it unless the meta contains a ridiculous amount of efficient early-game removal (if every deck runs on average 3 or more cards at least as efficient as Darkbomb in removing a 2/3 on turn 2 - right now those cards are Frostbolt, Fiery War Axe, Backstab, Wrath, Quickshot, Shadow Word: Pain, Flame Imp and Rockbiter (Lightning Bolt/Crackle are less efficient on turn 2), and I think there is an average of slightly less than 2 per deck).
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And some tips!
In the most general sense, I was really helped by Kolento's advice on how to approach any given decision: "How will I win this game?". I usually guess what kind of routes the game could go, given what I think about the opponent's deck, the board state, my hand and my deck card quality! Specifically for this deck, when I first reached legend with Ramp Druid (earlier this year), I found that I had never before recognized mistakes I made during the mulligan! In general, this advice applies: almost never keep non-Ramp cards unless you already have got at least 1 source of Ramp in hand and even then only keep it when it's really good (e.g. Swipe vs Pally / Keeper vs Warlock!).
Hey,
i just signed up to say, that this deck i awsome. 23:6 atm. I changed Harrison Jones with Living Roots, because there are not much weaponusers on the ladder atm.
THANK YOU!
Hurray!
I replaced 1 FOn and Cenarius for Sylv and Mind Control Tech, is that a good choice ? xD
I wouldn't recommend that probably, because Cenarius for Sylvanas accomplishes quite little (they are good in similar match-ups, but I think Cenarius is just better in the match-ups both are not great in - like vs Hunter or Mage!)
Also with all the draw we have, we can really quite consistently draw into Combo or even (with Thaurissan) Force of Nature + 2x Savage Roar. If you play 1 Force, it means you have to hope to draw into the 1 or your Savage Roar's will be a lot less good + you can't use your first Force of Nature as removal (which, in practice, often happens; especially against decks more aggressive than yours + to proc Freezing Trap etc.)
What was your reasoning for the replacements?
I tried out the list, except that I replaced Harrison Jones with Loatheb, and Cenarius with Justicar Trueheart (I didn't have either of those, and I pulled Justicar and wanted to play around with him. So far I'm liking it, the only problem I really had was this one tempo mage.
Yep! A Tempo / Mech Mage without an awful hand = RIP Druid
Let me win BibleThump
Nice! Congrats! I'm having trouble with Shaman. I just can't keep up with their board. Any suggestions on that?
Of course! Totem Golem is really strong lol. But, good news, it screws up their curve as long as they don't have 2.
If Innervate, really favourable trades with: Druid of the Claw / Azure Drake / Emperor Thaurissan
If no Innervate, good trades with your 3 drops (as long as ramp): Piloted Shredder / 2dmgfromKeeper+DarnassusAspirant (these trades are good because both leave a 2/4 or a 2-drop from Shredder -> generally good vs totems!)
Worst case: it trades with your removal (Swipe / Wrath + Hero Power), but you will likely lose; unless crazy things like Innervate Dr. Boom next turn or something!
Rest of their cards are similar power level, would you agree? If so, ramp will give us the edge!
Replacement for harrison?
I would Sludge Belcher in current meta; Loatheb in a meta with more Priest/Rogue/Mage!
Okay thank! Great deck btw
Deck looks solid. Gonna give it a try.
Thanks man, appreciate it! Playtesting is also probably key with a new expansion, so any help is awesome.
I'm enjoying the deck so far. How do you fare against midrange Paladin though?
Okay, nice! Mid Paladin is in interesting one indeed! Faced quite a lot of them though an fared pretty well. Now that I think about it though, that might just be because I draw the most important cards in this matchup (Swipe and Harrison Jones -> I actually keep either of those cards in the mulligan as well, if I already have some kind of ramp).
I guess if you save a Keeper of the Grove for Tirion or Sylvanas, my mid-to-lategame was usually quite a lot stronger than theirs!
Oh, and does Midrange Paladin usually have answers for Darnassus Aspirant in your case?
I felt like, (if I was the one to go first) the most resistance I faced against Mid Paladin on turn 2 was 1 Zombie Chow, which does kill the Aspirant in combination with Muster, but I could sometimes protect my Aspirant and really get an awesome early game going.
When going second, it's especially awesome to coin out an Aspirant, since they don't have any answers at all before your next turn.
And last, but definitely not least, you can get your Dr. Boom / Cenarius out way "too early" and see them Aldor Peacekeeper your Boom, but crumble to the value of the early Boom Bots to kill their mid-sized drops and your Dr. Boom as a dude-killer..!
Thanks for the quick response! My few encounters with the match had pretty poor starting hands, I suppose (didn't draw Aspirant until mid-game). It does feel like you need exactly the right responses to their threats most of the time: Swipe > Muster, Harrison > Weapon, etc. Minibot is also a pain to deal with. I'll keep testing though.