Easy Legend 2.0
- Last updated Jul 6, 2014 (Live Patch 5506)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6340
- Dust Needed: Loading Collection
- Created: 6/13/2014 (Live Patch 5506)
- CornPuff
- Registered User
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- 5
- 8
- 19
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Battle Tag:
Alumni#1683
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Region:
N/A
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Total Deck Rating
479
**UPDATED 7/6 WITH GAME PLAY VIDEO AND NEW DECK VARIATION**
Many people have been wanting game play of this deck. So I created a short video that shows how I play this deck. I just currently started playing this season so it's not high ranked game play, but it does show how the deck plays against a variation of both aggro and control decks. You also may notice this season I changed up some cards, below is also the substitution of cards I'm currently using. This is the deck that I will be using to get to legend this season. After speaking with other deck makers, I've finally decided to try the Savage Roar + Force of Nature combo in the deck.
(Sorry if the music is too loud)
-1 Sylvanas Windrunner +1 Ragnaros the Firelord
-1 Nourish +1 Cenarius
-1 Healing Touch +1 Savage Roar
-1 Mark of the Wild +1 Force of Nature
Also, I should be pick up streaming some games this week as well, my twitch is below.
http://www.twitch.tv/cornpuff
Hey everyone, I know it's been quite awhile since I've updated my ramp deck. Instead of updating the old list, I decided to make a clean sheet so it's easier for everyone to read.
Link to old version:
http://www.hearthpwn.com/decks/45524-easy-legend
What's different from the old deck?
-1 Bloodmage Thalnos +2 Harvest Golem
-1 Stampeding Kodo +1 Sylvanas Windrunner
-1 Cairne Bloodhoof +1 Sunwalker
-1 Ragnaros the Firelord +1 Ancient of Lore
-1 Chillwind Yeti
Why these changes?
Well obviously the change from season 1 is there are much less hunters and much more rogues.
Cards Added:
Harvest Golem - Allows you to get board presence early and causes there to be a threat for rogues to handle early on. With the old version of the deck rogues were able to stall out the game and sap your larger taunts at the end and use their high burst. With the harvest golem change, this allows you to also mark of wild these to make them an even bigger threat and may cause a rogue to waste sap on them.
Sylvanas Windrunner - I feel this card can help you in many match ups. Particularly ones where you may not be favored, such as handlock. If a handlock has no way to silence this card then you have another way of stealing their giants and other strong cards that the handlocks play.
Sunwalker - I replaced Stampeding Kodo for another one of these because back in season 1 i found kodo mainly useful for hunter matchups. I was able to get rid of their crocs, hyenas, etc with this card which isn't as helpful in other matchups.
Ancient of Lore - I put in a second Lore because obviously it's an amazing card. I hadn't used 2 of them in my season 1 deck because I felt after playing it you would easily be burst down by a hunter.
Cards Removed:
Bloodmage Thalnos - This card isn't really effective versus the new meta matchup's vs rogues. Most rogue cards can be cleared without the use of extra spellpower.
Stampeding Kodo - As mentioned above, I really only liked Kodo in the hunter meta of S1.
Cairne Bloodhoof - I feel as of now Sylvanas is a better card in matchups vs handlock. There has been a small increase in handlocks this season so I slipped in Sylvanas instead.
Ragnaros the Firelord - I feel Rag's RNG can lose you games too often. Rag was great for hunters when they played their traps and you didn't have to attack. But in this current meta i'd much rather have consistent cards.
Chillwind Yeti - Replaced for a harvest golem to allow for a earlier board control advantage. I feel rogues have a much harder time getting rid of harvest golems early on.
Explanation vs Rogues:
Rogues are the dominant class choice in this meta. This deck is very strong against them if you play it right. You need to always be aware of Sap. You never want to innervate into a large taunt if you have a feeling that it will be sapped and you will be put behind. You need to try to make them waste saps on cards that are less of a threat than your larger taunts. This can be done by using mark of the wild on other cards like your harvest golems or druid of the claw in charge form. You need to also be aware of the fact that if you play your druid of the claw in taunt and it gets sapped, this card will stay in taunt form the next time you play it which could put you behind.
Other major decks that you will see this season is the increase in both savage roar druid decks, and the famous shockadin deck. This deck performs very very well against both of these decks once you learn the ins and outs of playing them.
If you have any questions feel free to ask them in the comments, or as always add my Bnet: Alumni#1683
As before I will continue to update this guide with the popular questions that are asked and other matchup guides, but I'm short on time to go in depth at the moment.
Not bad deck
Hey CornPuff! Awesome deck!
I haven't crafted sylvanas yet, so I was wondering if another faceless would be a good replacement since it kind of does the same thing against handlocks.
Faceless is fine, otherwise you can sub back in cairne
Trying this out at low ranks and it falls pretty flat vs other control. Worst matchup for me seems to be priest. Any advice?
I run a different variation of this deck, but it's pretty much the same druid ramp deck, but only with watchers, and I struggle against priests as well. I would try to kill their Northshire Clerics first(sorry, don't know how to link cards, would anyone care to tell me? Thx) and save Swipe to kill off their tougher minions, beware of Mind Control at turn 10, etc. I'm around rank 14 ATM and see a lot of priests and mages(huge clusters of them at mid ranks) and it is very frustrating, especially mages with their strong removal spells. Worse comes to worse, use a different type of deck and once you rank up, playstyles and classes differ and perhaps you'll get better matchups with a druid deck.
Doesn't matter how good is your (or anyone's) deck. Zoo is better
I beg to differ. While I admit that zoo can be dominant against particular match ups, and especially against opponents who have terrible hands/starts (i.e. no field presence early-mid game to trade off minions). I applaud those that can take zoo to legend ranks, but zoo is pretty much a one trick pony with no real field removal. Any deck that survives against zoo by keeping the small mana drop minions from overwhelming them and taking zoo to 6-7+ turns is almost guaranteed a win barring a huge brainfart, especially with druids and their mana boost spells and big taunts. Have fun ramming your 2 drop minions into the ancients and big taunts late game.
Hey Cornpuff. Like the old version a lot but it did seem to lose effectiveness against the meta. Without Rag what's the win condition you're looking for now, just filling the board up?
Rag doesn't really make or break a deck. Just like the old deck this deck is to push out taunts that other decks will run out of removal for and you will begin to form huge board control
Awesomeness ...Been lookin' for somethin' like this for a while... Thanks
First of all, Congratulations on a great deck.
I do have a couple of questions myself:
- What do you usually Mulligan for in the first rounds versus aggro decks/control decks? I am aware you don't mulligan for the same things but i generally find myself having nothing to play for several of the first 4-5 turns (this especially hurts when you only play the hero power on turn 4 or 5 for example). How do you solve this problem?
- The lack of low cost cards (and the high number of high cost cards) generally creates problems in spending mana efficiently until turn 7 for me. I find myself spending only 3-4 mana on turn 5 or 4-5 mana on turn 6.
- I am very interested in a suggestion for substituting Nourish as well. I think Cairne and another strong 4-5 drop would allow a lot of middle game presence which would definitively turn the game in the druids favor. This would help me in actually winning the game by the end as my 'win condition problem' is the generally the following: I maintain an advantage against my opponent until the last 5 or so cards when I either loose the advantage or I drew more cards than the opponent and he wins due to more cards in his hand and/or deck. Any tips?
I see you are very active in the comments which means you spend a lot of time reading our opinions (Thank you!). As such, you might spend some extra time and it would certainly be of great help if you could describe your mulligan and general idea at the start of a match against the most met builds (mage [freeze]; warlock [where you never know what lock it is]; and so on).
One last thing: Do you have any Vods of you playing this deck (I never manage to catch you online).
Thank you again.
If you check at the top of this guide there is a link to my older guide which goes over alot of match ups and mulligans. I would keep nourish in this deck because it is a great way for card draw and allow you to use your ancient of lores for healing instead if its needed.
Any Vods please? :D
Do you think switching out the 2 wild growth for 2 smaller minions would help against aggro decks? Then turn 5 use nourish to gain crystals. It just seems like there is a potential to get stuck with some dead cards and against aggro decks it may take to long to recover.
Well you're kind of asking for the stars to align at that point, hoping for two small minions to be playable early on and have a Nourish waiting for you right at turn 5. IMO the Nourish is far more valuable for the card draw, especially in a late game when you have more mana to blow it on and no minions in your hand to play.
Wild Growth is too important for long control games where it's all about getting out your high value minions ASAP. I just played against someone who was using the 1.0 version of this deck ironically, and won strictly due to playing Coin + Wild Growth, then Wild Growth again on my first two turns. It allowed me to play the big threat cards sooner including Ragnaros the Firelord, and just dominate the rest of the game.
Harvest Golem helps against aggro, especially when you can Innervate into it right away on turn 1 and Mark of the Wild it on turn 2. Aggro is a pain, there's no lying about it. It comes down to having an amazing starting hand basically.
I see your point about not being able to rely on nourish turn 5 for crystals but you also need the stars to align to be able to innervate into a harvest golem turn 1. With let's say 2 knife jugglers that gives you 4 chances to draw a smaller minion vs 2 and then you are using innervate for smaller minions when it could be used to get out bigger minions a couple of turns later.
Yep, sucks doesn't it? :) We just don't have an easy answer to aggro.
Shamans however...
Wild growths are too important in this deck because otherwise you wouldn't be able to ramp up as much and get your bigger minions out as early.
I am testing this deck since a few days around rank 8, works pretty well.
The only card I don't find really usefull is Nourish. Let me explain why:
- I usually have something better to play on turn 5 than "+2 crystals", especially against aggro/midrange decks.
- This deck have much more 3-6 drops than old ramp decks, so I don't have to go as fast as possible to 7crystal turns. I feel like Wild Growth is enough.
- In the late game, drawing 3 cards is good, but there is many drawing potential in this deck, and I often run out of cards before my control opponents.
What do you think about replacing it by a second faceless? Or can you explain why I'm wrong, maybe?
Sorry for my english which is not perfect :p
In late games at turn 10 with no minions in your hand, you're going to be glad you have a Nourish. Because it's only 5 mana, it allows you to potentially draw something that's still significant and playable on that same turn like a Druid of the Claw.
Plus I'm currently still running Ragnaros the Firelord like in the 1.0 version, because I've found that he's proven to be more valuable for me than a second Ancient of Lore and draw 2 cards.
I wouldn't run a second Faceless Manipulator in this deck. The reason being is a lot of games won't give you the chance to make use of a second one on your own high value minions, with all the hard removal that exists in this game that can wipe out your strong minions immediately. You'd have to be relying on your opponent to play something valuable for you to copy, and if he's using an aggro deck then there's not much reason to at that point.