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Ramp Druid (A Peek to the Past)

  • Last updated May 26, 2017 (Un'Goro Launch)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Tavern Brawl
  • Deck Archetype: Ramp Druid
  • Brawl: A Peek to the Past
  • Crafting Cost: 1040
  • Dust Needed: Loading Collection
  • Created: 5/26/2017 (Un'Goro Launch)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    133

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Since priest is the top dog in terms of control in this brawl and aggro isn't nearly as quick as it once was (with nerfs to abusive, leper gnome, and knife juggler), ramp druid is poised to take this brawl by force with powerful taunt creatures, priest immunity bombs (sunwalker and druid of the claw), and by far the best top end of any deck that this brawl has to offer. 

At first I assumed that most decks were running too quickly to get ramp to work properly, but after numerous games and a solid 5-0 showing in my first 5 games with the deck, I'm convinced that ramp druid deserves a spot at the big kids table of this weeks brawl.  Of course, ramp druid is far from perfect as it is fairly reliant on two cards to help carry the early game.  Those two cards being Wild Growth and Innervate.  Against priest or the very rare control paladin/warrior, you can almost certainly win regardless of draw, but against almost every other deck, missing one of these cards in your opening is going to prove to be a difficult obstacle. 

Mulligans with this deck are fairly simple.  In every matchup, hard mulligan for Wild Growth and Innervate.  If you expect a slower matchup or are on the coin, consider keeping tasdingo.  Against mage, keep wraith to deal with Mana Wyrm.  Against warrior consider keeping Swipe and wraith together to help deal with some of the early aggression.

For those that haven't ever played ramp before, your goal is to forgo early tempo to get as much mana as you can to out tempo your opponent in the mid to late game.  Taunts are in the deck to help you comeback from an early deficit as are the removal tools, however, it will oftentimes be in your best interest to forgo certain ramp turns to protect your life total.  Mage and Hunter in particular have incredible reach and may require playing more defensively than normal.   These two heroes will likely be your toughest challenge.  Hunter in particular has highmane which is the only card that can rival druids late game this week.  Mage is a bit easier, but cards like Mana Wyrm, Fireball, and Polymorph are tough to handle.

If you'd like to make some changes to the deck, be my guest.  Cards such as Boulderfist OgreCard Name, Frost Elemental, AbominationCard Name, Stampeding Kodo, Lord of the Arena, Ravenholdt Assassin, and Spellbreaker were all considered.  Abomination in particular is very interesting in the deck in my opinion.

Anyway, I hope you all enjoy trying the deck out.   I'm loving this brawl!