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Ramp 2

  • Last updated Mar 11, 2014 (Beta Patch 4944)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 10540
  • Dust Needed: Loading Collection
  • Created: 3/11/2014 (Beta Patch 4944)
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  • Total Deck Rating

    18

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You give up early game and hope to make up for it when you hit Nourish then start playing 2 mana higher plays each turn to make up for your bad early.

Turn 5 Nourish leads to turn 6 Ragnaros, which is strong (although against a 2-3 enemy board it's not that great)

Innervate Nourish with a couple 5-6 cards is good too. You use your second Nourish to replenish your hand.

Wild Growth is good only when you get it in your first turn and only if you have a big play to make later. If you are mulliganing, don't keep Wild Growth and 2-3 Mana cards, go for Wild Growth and Druid of the Claw or something like it.