This is a deck for budget or free to play players to play a solid C'Thun ramp druid deck.
It costs only 1120 dust to craft, and can teach you a lot about ramp druid.
I'll write a guide if this is successful.
Rules of this deck:
- No epics or legendaries (except for C'Thun, which is free
- No adventures
- Under 1000 dust (currently 1120, I'll try to improve)
- Sylvanas Windrunner can enter here instead of Twilight Elder.
- Bog Creeper or Ancient of War or, even better, Twin Emperor Vek'lor can replace Ironbark Protector. All of them cost 7 mana instead of 8, and have at least the same health, which alone can save you the game.
- If you are ramping fast, but your creatures are not that powerful, you should skew the curve more into the late game, keeping your anti-aggro tools, but getting rid of your early game curve.
- You can replace C'Thun's Chosen for Klaxxi Amber-Weaver if it seems better for the meta.
- If you're low on card draw, and can afford it, add a Nourish. Candidates for replacement are Twilight Elder and Gadgetzan Jouster.
- If you're still too poor even for this cheap deck, you can add two Sen'jin Shieldmastas in place of C'Thun's Chosen, making this deck 80 dust cheaper.
Against classes you'll thing will aggro you, such as hunter, warlock or paladin, you will mulligan for Gadgetzan Jouster, Beckoner of Evil, Swipe and Living Roots. Keep any of these cards if you get them, and change all others. Make sure you've got at least one 1-cost card. Other cards that are good in the early game are Disciple of C'Thun, Twilight Elder, and Wrath.
If you go first, a Gadgetzan Jouster or the 2 1/1 from the Living Roots are the right play. If you go second, look at your hand. Coining a Disciple of C'Thun on turn 2 can swing the tempo in your favor, and lots of times is better than coining a Wild Growth or a Beckoner of Evil on turn 1. This deck plays 3 turn 1 cards, so you should be covered every time.
Going on, you should play on curve most of the time, and do smart trades. Ramp if you have spare mana, and Innervate a big taunt (such as Dark Arakkoa) as soon as possible. If the opponent spawns too many minions, you can forego the great ramping ability of Mire Keeper in order to get the 2/2 for fighting for the board. Against aggro, your goal is to survive until you start playing one big taunt per turn, and clearing their board with Swipe when it would be valuable. Always clear the board as much as possible.
Against control (Warrior, Priest, or even Rogue, which several times plays reactively), your best early game is to ramp. A turn 2 Wild Growth into a turn 3 Mire Keeper is an amazing play, and it's what you will look for every game. You'll have 5 mana and a 3/3 at the end of your turn 3.
Your goal is to skip 5-mana always, playing Mire Keeper on curve, but this deck plays Azure Drake and Druid of the Claw as fantastic 5 drops in case you need to. If you draw a Mire Keeper on turn 5, and have a 5-drop in your hand, usually your best move is to play the 5-drop, or Innervate a 7-drop taunt against aggro. Azure Drake will draw you a card, and threaten havoc with Swipe, or very efficient removal with Wrath. Druid of the Claw can be a very efficient protection, or can be played as charge for removing an annoying opposing minion.
Once you stabilize against aggro, or reach high mana against control, your goal is to play a big threat every turn. Putting a C'Thun's Chosen behind a taunt can win you the game.
Play C'Thun when you think your opponent is out of resources for removing it, when you think it will seal the game, or for removing a threatening opposing board. Don't play C'Thun if any of these conditions are not met, or else it can be easily removed, Entombed, or worse, Mind Controlled without generating value for you.
Know your removals
This deck plays lots of direct damage for removing opposing threats. They are Living Roots for simple 2-damage, Wrath, for 3 damage, or pinging and drawing a card, Disciple of C'Thun for 2 damage plus a 2/1 board, that can do more 2 damage if it's not pinged, Swipe for 4 damage to an enemy and 1 damage to every other enemy, and you should be greedy with it. At last, C'Thun can destroy a very big board by himself.
Don't waste your coin. Suppose if you have a hand with The Coin / Innervate / Twilight Elder, Wild Growth and Mire Keeper. You can be tempted to Coin + Innervate + Mire on turn 1 and Twilight Elder on turn 2. It's way better to Innervate the Elder on turn 1, then play Wild Growth on turn 2, and Mire Keeper on turn 4, preserving your coin for when it's absolutely necessary (for example, Azure Drake + Swipe with 8 mana, for 5+2AoE damage).