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Y'Sharrj Ramp Druid

  • Last updated Sep 16, 2016 (Karazhan)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Ramp Druid
  • Crafting Cost: 2680
  • Dust Needed: Loading Collection
  • Created: 4/29/2016 (Old Gods)
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  • Battle Tag:

    Skybomb#1119

  • Region:

    US

  • Total Deck Rating

    479

View 57 other Decks by kingskybomber14
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Mulligan for anything 4 mana or less. You can keep a 5 or 6 drop if you have an innervate and a removal spell already.

You really just want to try not to fall too behind on board and then once you have done so, you must take the board with your massive minions and win the game. In case you were wondering how I am doing with the deck, I have stabilized around rank 12.

Tips on how to play the deck 
  • If your opponent is a rogue, shaman, hunter or zoolock you may feral rage for health on curve if you have nothing else to do.
  • Against rogue, try to make the first big thing you play be a dark arrakoa, as the only games i have won against rogue have been due to C'thun, and just in general dark arrakoa is the worst sap target in the deck.
  • Against Shaman, if you get a raven idol early, hope for a mulch, because if they drop a 4 mana 7/7, you lose 9 out of 10 times.
  • Feel free to Living Roots turn 1 for two 1/1 saplings against non-ping classes (against warrior its also kinda sketchy)
  • Make sure you can remove flamewaker if it hits the board; that card can kill you single-handedly. Sorcerer's apprentice is also somewhat high priority.