The deck's idea is to open with a hand of either wild growth or innervate, with a lot of card drawing, board wipes and lots of creatures that your opponent must answer right away.
I know some of the cards aren't the best (I wish I have Alexstrasza instead of deathwing... ), but those are all the cards that I have, let me know what do you guys think. Suggestions are welcomed! I'll try to get the cards that might be good for the deck in future.
Updates:
- Finally got an Alexstrasza, replacing Deathwing with her. Reducing 1 Gelbin for 1 Spellbreaker.
- Replaced Novice Engineer with Faerie Dragons, works pretty well. Dropped 1 Nourish for 1 Keeper of the Grove for that silence/spot removal. Dropped a Lord of the Arena for an Ancient of War I recently drew into, 1 less damage, DOUBLE the HP for just 1 more mana, love it. Finally, dropped 1 Argent Commander for 1 Naturalize against Priest who stole our stuff, or Paladins/Druids who buff their stuff to crazy stats.
Maybe you could try replacing your lord of the arenas with ancient of lore if you get the chance. 1 cost more, but it would add a ton of needed drawpower to your deck, and allow you to remove nourish for a few lower cost minions just incase you dont get your innervate comboes.
I actually have enough card draw power, I usually end up running out of cards, and having to deal with fatigue damage. I'm thinking about replacing 1 Nourish with another spell breaker to deal with opponent's crazy pumped up creatures though, having 2 Nourish in this deck seems to do more harm than good.
I would go the 2 Nourish route, and drop the engineers. Anything 2 mana should be more useful. Instead of spellbreakers, I would play Keepers, having 4 health helps vs. 2 Drops, and they are more flexible (of course breakers with 4 attack are better vs. priests).
And finally something that requires legendaries: Drop ironbarks, add Ragnaros and Ysera.
And yes, this is a lazy suggestion, which works for most decks.
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Ancient of the Lore is a must for Ramp decks. Draw power and a huge card bundled into one. Azure Drakes aren't bad either! Ancient of War is a good choice. You're looking for cards that essentially are hell to deal with early game, and 10 health, even if silenceable to 5, is still ridiculous.
@MSW112 I've followed your suggestions and replaced 2 engineers with 2 faerie dragons, works pretty well! Switched 1 Spell breaker for 1 Keeper and seems to work well.
I currently dropped to 1 Nourish and I get to draw into answers more often.
I don't really agree to dropping ironbarks for legendaries, because those taunts can usually buy me a turn of taking 0 damage while killing off some of the opponent's stuff. (and obviously I don't own any of those legendaries :P)
@Aishi_ I don't have any Ancient of Lore :( But I did got myself 1 Ancient of War and you're right, he is ridiculous, just 1 more mana than lord of the arena and double the health is insane.
The deck's idea is to open with a hand of either wild growth or innervate, with a lot of card drawing, board wipes and lots of creatures that your opponent must answer right away.
I know some of the cards aren't the best (I wish I have Alexstrasza instead of deathwing... ), but those are all the cards that I have, let me know what do you guys think. Suggestions are welcomed! I'll try to get the cards that might be good for the deck in future.
Updates:
- Finally got an Alexstrasza, replacing Deathwing with her. Reducing 1 Gelbin for 1 Spellbreaker.
- Replaced Novice Engineer with Faerie Dragons, works pretty well. Dropped 1 Nourish for 1 Keeper of the Grove for that silence/spot removal. Dropped a Lord of the Arena for an Ancient of War I recently drew into, 1 less damage, DOUBLE the HP for just 1 more mana, love it. Finally, dropped 1 Argent Commander for 1 Naturalize against Priest who stole our stuff, or Paladins/Druids who buff their stuff to crazy stats.
Maybe you could try replacing your lord of the arenas with ancient of lore if you get the chance. 1 cost more, but it would add a ton of needed drawpower to your deck, and allow you to remove nourish for a few lower cost minions just incase you dont get your innervate comboes.
Thanks a lot for your comments!
I actually have enough card draw power, I usually end up running out of cards, and having to deal with fatigue damage. I'm thinking about replacing 1 Nourish with another spell breaker to deal with opponent's crazy pumped up creatures though, having 2 Nourish in this deck seems to do more harm than good.
I would go the 2 Nourish route, and drop the engineers. Anything 2 mana should be more useful.
Instead of spellbreakers, I would play Keepers, having 4 health helps vs. 2 Drops, and they are more flexible (of course breakers with 4 attack are better vs. priests).
And finally something that requires legendaries:
Drop ironbarks, add Ragnaros and Ysera.
And yes, this is a lazy suggestion, which works for most decks.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Ancient of the Lore is a must for Ramp decks. Draw power and a huge card bundled into one. Azure Drakes aren't bad either!
Ancient of War is a good choice. You're looking for cards that essentially are hell to deal with early game, and 10 health, even if silenceable to 5, is still ridiculous.
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You're not going crazy, I edit 2~3 times each post
@MSW112 I've followed your suggestions and replaced 2 engineers with 2 faerie dragons, works pretty well! Switched 1 Spell breaker for 1 Keeper and seems to work well.
I currently dropped to 1 Nourish and I get to draw into answers more often.
I don't really agree to dropping ironbarks for legendaries, because those taunts can usually buy me a turn of taking 0 damage while killing off some of the opponent's stuff. (and obviously I don't own any of those legendaries :P)
@Aishi_ I don't have any Ancient of Lore :( But I did got myself 1 Ancient of War and you're right, he is ridiculous, just 1 more mana than lord of the arena and double the health is insane.