It's a typical ramp druid list, centered around taunts. It may seem slow, but it has a nice curve of taunts that will stop every type of aggression. I have a great success against hunters, zoo, but also a great win percentage against control archetypes, like control warrior, miracle rogue, tempo priest, against other druids, and also against the new freeze mage (0 losses against these decks).
The main purpose of the deck, is to put pressure against the opponent, while developing the board and making good trades.
If you are interested, I can write more info about mulligans, card choices, and matchups.
I would probably play BGH, especially with Mark in the list.
I didn't find handlocks, but I obviously considered that card. However, I'm facing a lot of aggro decks, so I prefer having 2x Harvest Golems. If there are more handlocks or control decks in general, I certainly would swap a Harvest Golem for a BGH, but so far I hadn't problems against control warriors, because I could destroy their big guys with a combination of spells and trades.
In my opinion Ramp Druids aren't consistent... like by nature either you draw into your ramp or you don't that pretty much decides how the whole game works out for you. Thats pretty inconsistent to me.
Anyways nice variation with clear focus on taunts which i can see working especially before rank 5+ where Zoo and Aggro decks are simply more popular than on the higher ranks.
You are wrong, because you can stabilize in the mid-late game. You don't need to ramp fast if you don't have the cards to do that, but innervates and wild growths are good also in late game.
Thats exactly what I meant "stabilizing" in mid game because the ramp didn't work out as intended isn't being consistent. That simply not what the word means.
Consistent is a deck that manages to maintain the same results in most of the games played i.e. a Zoo deck is consistent because you'll always be able to flood the board early simply because of the nature of the deck. I won't argue with the fact that Ramp Druids can make up for a bad start but thats simply decent comback potential not consistency.
Thanks professor for the clarification.
Jokes aside, with ramp druid there isn't a bad start, because every minion costs >4 (except the 2 Harvest Golems), so, you have to consider that. Then, after turn 4, you start to spam taunts and begin board control. However, it's obvious that you will mulligan for some Innervates first, but if you don't find them, it's not a problem. Also, it's more consistent than other builds common in this meta, because it doesn't rely on combos.
Hi! I wanted to share my Ramp Druid decklist, which gave me great win streaks, because of its consistency.
It's a typical ramp druid list, centered around taunts. It may seem slow, but it has a nice curve of taunts that will stop every type of aggression. I have a great success against hunters, zoo, but also a great win percentage against control archetypes, like control warrior, miracle rogue, tempo priest, against other druids, and also against the new freeze mage (0 losses against these decks).
The main purpose of the deck, is to put pressure against the opponent, while developing the board and making good trades.
If you are interested, I can write more info about mulligans, card choices, and matchups.
https://soundcloud.com/zenkreyofficial/danny-darko-hurricane-zenkrey-remix
I didn't find handlocks, but I obviously considered that card. However, I'm facing a lot of aggro decks, so I prefer having 2x Harvest Golems. If there are more handlocks or control decks in general, I certainly would swap a Harvest Golem for a BGH, but so far I hadn't problems against control warriors, because I could destroy their big guys with a combination of spells and trades.
https://soundcloud.com/zenkreyofficial/danny-darko-hurricane-zenkrey-remix
At what rank did you achieve this win streak?
My legendary count excluding adventure legendaries, dupes and old murk eye: 40
$$$ spent on this game: 0
Check out my card collection: http://www.hearthpwn.com/members/MCFUser175154/collection
10-9.
https://soundcloud.com/zenkreyofficial/danny-darko-hurricane-zenkrey-remix
You are wrong, because you can stabilize in the mid-late game. You don't need to ramp fast if you don't have the cards to do that, but innervates and wild growths are good also in late game.
https://soundcloud.com/zenkreyofficial/danny-darko-hurricane-zenkrey-remix
Thanks professor for the clarification.
Jokes aside, with ramp druid there isn't a bad start, because every minion costs >4 (except the 2 Harvest Golems), so, you have to consider that. Then, after turn 4, you start to spam taunts and begin board control. However, it's obvious that you will mulligan for some Innervates first, but if you don't find them, it's not a problem. Also, it's more consistent than other builds common in this meta, because it doesn't rely on combos.
https://soundcloud.com/zenkreyofficial/danny-darko-hurricane-zenkrey-remix