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RenoJackson's N'Zoth Ramp Druid

  • Last updated Jun 4, 2017 (Un'Goro Launch)
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  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Ramp Druid
  • Crafting Cost: 13740
  • Dust Needed: Loading Collection
  • Created: 4/19/2017 (Un'Goro Launch)
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Just reached top 10 legend with this Ramp Druid list, aiming for no. 1. 20 upvotes and I'll write a guide!



Tech choice: -1 Malorne, -1 Sludge Belcher; +1 Stalagg, +1 Feugen


Upon revision, I deemed Y'shaarj not suitable for this deck because it just pulls out a weak minion far too often. Swapped for Deathwing. Dark Arakkoa added to smooth out the curve.



Mulligan: Keep Innervate, Wild Growth, Darnassus Aspirant. Innervate and a 4 drop is usually fine. If you know your opponent is aggro and don't have any of them, keep Forager, Raven Idol and Wrath, but only one. Agaisnt most matchups, mulligan exclusively for early ramp. Your win condition is still ramp, ramp and ramp, and you can stabilize against aggro with a well-time Earthen Scales, so don't be greedy with your Foragers. One is enough.


If you can get a two turn lethal before they do. it's advised to hit face. But this needs to take into consideration his removals and board swing options. When you get big dudes on board, you should go face before he can draw into his removals. You should have tons of big dudes to slam down anyway, so only trade when needed.


Wild Growth is usually a better turn 2 play then Darnassus Aspirant, unless you really need that board presence.


I've decided to not include Anaconda anymore. Pulls out my N'zoth far too often.