+4
Favorite this Deck

Kanped Ramp Druid

  • Last updated Oct 7, 2014 (Naxx Launch)
  • Edit
  • |

Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 7060
  • Dust Needed: Loading Collection
  • Created: 8/11/2014 (Naxx Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    kanped#2577

  • Region:

    EU

  • Total Deck Rating

    38

View 26 other Decks by user-13907133
BBCode:
Export to

Reasonably standard 1-combo Ramp Druid.  Ysera for the Innervate value; it's great if you can get it out early.  Did pretty well last season and the Season before; less so this season with the buffs to Zoo but it can still do OK.

Where did the deck come from?

2 things.  It started with a Druid from a user here, I think called 'Glordybear' or something similar.  That wasn't a Ramp deck but it had Shieldmastas and Sunwalkers etc. and seemed to work really well.  Then I had a 12 win Arena using a Druid deck with Innervates, Wild Growth and Ysera and decided to try to incorperate that into Glordybear's deck.

Arena run here;  https://www.youtube.com/watch?v=82qqYOccOBA

 Why Ysera?

The big, 9 mana dragon is considered slow in many decks but I think it's a good fit in this one.  It's there to give you another win condition if you have to blow the Force Roar combo on board control.  That will happen on turn 9 at the earliest, usually, so you're already WAY into the late game if it happens.  If your opponent has put enough stuff on the board to warrant using the combo, there's a good chance they have few cards left in hand (if any) and you're down to top-deck wars.  Ysera is great here, being a big body and pumping out value minions and high damage spells should mean that your top-decks go a LOT further than your opponent's do, allowing you to get the win in that situation.  It is situational, though and you may want to swap it out for another combo element, or take it and another card out for a second combo.

 

EDIT:  Changes made thanks to HSCrusher's advice in the deckbuilder thread/  Should be more solid and better in the early game now.  

Trying out Shieldmastas over Yetis as I think there's a lot of 3 and less health minions being run right now and the hero power can deal the extra 1 damage to get rid of Neurbians etc., so I value the Taunt ability over the 1 damage but I'm not sure it's strictly better.

-2 Sludge Belcher

-1 Nourish

-1 Starfall

+2 Harvest Golem

+2 Sen'jin Shieldmasta

EDIT: Changes made to fall more in line with current meta builds.  

Shades replace Harvest Golems.  With plenty of removal and taunt coming out soon afterwards, these have good enough potential to be better threats than Golems and can hang around for a devastating Force/Savage combo.

Sludge Belchers replace Sunwalkers.  More sticky; a 1-2 Sludge is theoretically harder to deal with than a divine shield and leaving a 1-2 on the board afterwards helps for potential combos.  More decks running Black Knight right now, so Belcher is better for that, too.

-2 Harvest Golem

-2Sunwalker

+2Shade of Naxxramas

+2Sludge Belcher