testdr1ve's Ramp Druid
- Last updated Jun 28, 2017 (Un'Goro Launch)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Ramp Druid
- Crafting Cost: 12560
- Dust Needed: Loading Collection
- Created: 6/28/2017 (Un'Goro Launch)
- testdr1ve
- Registered User
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- 4
- 23
- 33
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
79
Hey guys,
Thanks for checking out my Ramp Druid deck....its been a lot of fun and actually is doing really well for me in ranked at the moment. :) I am going to play test it more until the end of June, then post my results in July after the reset. I don't know about you, but I just can't get into playing the mindless cancer aggro decks and enjoy my time in HS...(no offense to the aggro players out there as I realize that to some degree, the rewards structure forces players to that meta)...it's just not very creative, interactive or fun to me though.
So, what makes this deck work in such a fast meta...how can I possibly justify Tyrantus and Y'Shaarj, Rage Unbound in the Pirate, Token, Murloc era? Well, I have been honing this deck since the launch of Un'Goro and there have been many card casualties from this deck as early iterations did indeed get steam rolled too often by the wienie decks. I now believe I have a solid mix of early game "walls" and ramp to get us to the late game beef that we play Ramp for!
Deck List:
Innervate: Ramp...in a Ramp Druid. :)
Earthen Scales: Mostly here for the huge armor, which is really important to get us out of lethal range late game when our big taunts have come online.
Wild Growth: See Innervate. :)
Wrath: I find Swipe to be too slow and not have enough efficient targets in this 2 health meta. However, we still need to deal with early removal and 2 mana fits just right to counter the early board set up of aggro....the draw is helpful in the mid to late game, so this is never a dead card.
Feral Rage: Great utility card with a lot of flexibility based on the game board needs. 2x created too many dead draws in previous attempts on this build.
Gluttonous Ooze: You need weapon removal in today's meta due to half the classes having weapons, and the appearance of Medivh, the Guardian in control decks. In my opinion Harrison Jones is too slow to deal with the rush down decks, so I prefer Ooze with his armor up.
Jade Blossom: See Wild Growth. :)
Tar Creeper: This card proved too effective in the early game to not include...which is saying a lot when I really want to be pulling big boys out with Bright-Eyed Scout and Y'Shaarj, Rage Unbound. Alas, you need to be alive to make use of those synergies. xD Even so, this is a useful taunt if pulled by those late game anyways.
Bright-Eyed Scout: Few decks can use this card well, but in Ramp Druid, shes an absolute MVP! The card draw alone makes a 4 mana 3/4 worth...considering that we muligan for the low cost ramp cards, you should have the odds with you that she will reduce a big mana cost to 5, which means you can follow up that turn with whatever that card draw is. Also, at a combined 9 mana, for her and her draw she's great in the late game.
Nourish: Card draw or Ramp...yeah, use it.
Second-Rate Bruiser: See Tar Creeper...haha, I'm not being lazy, just sparing you precious seconds of your life! :)
Bog Creeper: The first big body. You will be temped to go Ancient of War , but then you will lose on a Y'Shaarj, Rage Unbound that pulls a non taunt and realize why we run the Bogman instead. Sorry, painful lessons are painful!
The Curator: We got big dragons, he gets them. But the real prize is the guaranteed Tyrantus! Have an Innervate in hand on turn 7? Play this, and next turn you can play a turn 8 Tyrantus or huge dragon. Good times.
Primordial Drake: Dragon synergies, and as we all know, great late game play to help take back the board.
Alexstrasza: Many games have seen me finally get one or two huge minions to stick to the board with my opponent at full health...they probably never see it coming when I Alex them down to 15, then swing to almost or actual lethal. But, but, but......you can almost hear them say.
Ysera: Many cards in this deck synergize with each other....this one synergizes with all of them: The Curator, Bright-Eyed Scout, Y'Shaarj, Rage Unbound, Deathwing, Dragonlord...or maybe you just Ramp her out. The dreams she adds can also help refill your depleted hand with powerful options.
Deathwing, Dragonlord: Big Dragon pulls out big dragons. O.o
Tyrantus: Best brawling minion in the game as it is almost impossible to answer him via creature removal...this deck has the taunts to back him up so he can swing away! Don't forget the synergy with The Curator, Bright-Eyed Scout and Y'Shaarj, Rage Unbound!
Y'Shaarj, Rage Unbound: While Tyrantus is the best brawling minion in the game, Y'Shaarj is the best overall (especially when you have huge minions in your deck)...just need to get him on the board, and this deck can do that in many ways. :)
May I friend you on NA?
I have not found that to be an issue with the build I have made....half the deck is 3-4 mana cards, and HS mulligan system is designed very well to avoid your opening hand being manalocked. Besides all that, I have included strong early game taunts for just the reason of getting you to the end game ramp.
I certainly understand what you are saying in theory, but as I said, I have been working on this throughout this expansion lifecycle, and in practice through careful adjustments I haven't had that issue. Try the deck out in person and let me know what your experiences are though. :)
NEVER make your deck one third out of 7+ minnions. The change you only draw expensive cards is way to high