Standard WotOG F2P Ramp C'Thun Druid
- Last updated Apr 27, 2016 (Old Gods)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Ramp Druid
- Crafting Cost: 1120
- Dust Needed: Loading Collection
- Created: 4/26/2016 (Old Gods)
- lumahau
- Registered User
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- 6
- 11
- 32
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Battle Tag:
lumahau
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Region:
US
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Total Deck Rating
296
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)
Replacements
- 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.
Small Guide!
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.
Last tip
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).
deck is wild now... azure drake..
Nice deck! Thanks!
Here's my variation of this deck!
Thanks a lot: as a F2P player, I've been able to climb the ladder using this deck!
Hey what do you think about switching
- Ironbark Protector + Ancient of War
- Ironbark Protector + Doomcaller
Cool deck. For some reason, I hate playing Druid but I just won 3 in a row with this deck!
I did swap in 2 x Bog Creeper for the 2 x[card]Ironbark Protector[/card]
Do you have a version of this that includes, say, the adventure cards? This deck has won me a lot, but I've tried swapping in Brann to pretty cool effect. I was wondering if you'd tried the same.
This deck took me to all the way to rank 14 from 20, never lost once
I do enjoy this deck, thanks a lot! :) Here are my current swaps:
Twilight Elder -> Naturalize
Twilight Elder -> Starfall
Gadgetzan Jouster -> Nourish
C'Thun's Chosen -> Klaxxi Amber-Weaver
C'Thun's Chosen -> Klaxxi Amber-Weaver
Ironbark Protector -> Twin Emperor Vek'lor
Ironbark Protector -> Ancient of War
I felt the need for more removals, and I also felt Twilight Elder didn't quite survive longer than one round..ever. Enter Naturalize and Starfall. I am still unsure about the Klaxxi for my meta, but I will keep at it a while longer to check it out. If I can take them down within the first 11 rounds, I always win. 100% win in the last 9 matches that lasted 11 rounds or less. But if they survive longer, the statistics go down. When they survive 12 or more rounds, my win chances are reduced to 14% (based on my last 16 matches around rank 17-18).
I do have a strong urge to replace one or both Klaxxi Amber-Weaver with Spellbreaker since I don't seem to get much value from them in my meta. Any experience with or thoughts about this replacement?
Ancient and Vek'lor are perfect replacements. Personally, I don't put any C'thun's Chosens, and klaxxi is a perfect replacement for them. But in order for klaxxi to get +5 heatlth, I suggest you have at least one twilight elder because you get screwed by rng sometimes. Nourish is a great replacement for jouster, so keep that. You could switch the 2nd twilight elder with spellbreaker or even mulch.
Here is my revised, but still budget decklist:
2 x Innervate 2 x Living Roots
2 x Wild Growth 2x Wrath
2x Disciple of C'Thun 1x Beckoner of Evil
1x Darnassus Aspirant 1x Twilight Elder
2x Swipe 2x Klaxxi Amber-Weaver
2x Mire Keeper 1x Spellbreaker Sometimes I replace this with Mulch.
1x Nourish 2x Azure Drake
2x Druid of the Claw
2x Dark Arrakoa 2x Ancient of War (Replace one with your Vek'lor)
1x C'Thun
Hey, I'm new to hearthstone and I've been trying to play C'Thun Druid. This is the deck I currently have trying to follow this guide : http://s32.postimg.org/nk291gfut/Hearthstone_Screenshot_05_11_16_22_41_47.png
If anyone can help me by giving me advice on which cards I should take out and add, I'd really appreciate it. I'm only rank 19 a the moment, thanks in advance.
edit: did some revising to the original deck i was able to make, tell me what you guys think! only been playing hearthstone about 2 weeks.
http://s32.postimg.org/j540307ph/Hearthstone_Screenshot_05_12_16_23_18_32.png
reached rank 15 with this
You seem to go on the right tracks. Keep it up!
10-6 record.
For me, it's lacking a big removal, something like Big Game Hunter. Any suggestion for his place ?
This don't play removal because your big minions, C'Thun, and the damage spells should be removal enough. But adding a BGH won't hurt. Sylvanas is a better fit, though, if you have it.
I run one copy of Mulch.
This is my modified deck. It might cost a little bit more dust. I'm posting this to give everyone some ideas of replacements.
2 x Innervate
2 x Living Roots
2 x Wild Growth
2x Wrath
2x Disciple of C'Thun
1x Beckoner of Evil
1x Darnassus Aspirant
1x Twilight Elder
2x Swipe
2x Klaxxi Amber-Weaver
2x Mire Keeper
1x Spellbreaker Sometimes I replace this with Mulch.
1x Nourish
2x Azure Drake
2x Druid of the Claw
2x Dark Arrakoa
2x Ancient of War (you could replace with Ironbark/Doomcaller)
1x C'Thun
You could replace an Ironbark Protector for one. Instead of two Ironbarks, I use 1x Ancient of War and 1x Doomcaller. I would put 2 Ancient of Wars (in replacement of the Doomcaller) if I had enough dust. This deck is ramp, so you could usually win without Cthun. So Doomcaller is an iffy card.
Thanks, unfortunately I am too poor, so I am currently testing it with the following replacements to fit my collection / economy:
I realize after writing this, that I should probably just make my own deck here. ;) Hope other find my replacements useful. I will get back to you after some more testing.
Gadgetzan is a miscellaneous minion to play in the early game to get an edge/ establish some board control. It's not really required so I guess Elven archer could work. Anyway if you're lucky, you'll usually coin wild growth in the first/2nd turn.
You're replacing cthun cards that you need for this deck. This is a ramp deck so usually you could win beofre cthun is played, but the cards you're swapping for the cthun buff cards are not high value enough to support the "ramp" nature of this deck. There really is no replacement for Dark Arakkoa because it is such an excellent, high value card. Nothing could replace (+3/+3 Cthun) 5/7 Taunt 6 mana card. Moreover, you should not replace Mire Keeper either. It's a versatile card.
My suggestion is to acquire as many card packs as possible and disenchant all the cards you don't need because this is a solid, cheap deck.