Haha, yeah. I had a similar game a few weeks ago, where I copied Antonidas, then used 2 Wild Growths (at 10 mana already) to get 4 Fireballs. Fun times. :)
. I was playing shaman before it and stuck in rank 8-9. In 2 days i climb to rank 5 but i know my deck is very slow. I have too much removal like bgh,tbk , starfall , swipe and starfire. But i have no finisher combo. Should i put savage roar and force of nature combo in this deck ? Thanks.
. I was playing shaman before it and stuck in rank 8-9. In 2 days i climb to rank 5 but i know my deck is very slow. I have too much removal like bgh,tbk , starfall , swipe and starfire. But i have no finisher combo. Should i put savage roar and force of nature combo in this deck ? Thanks.
I'd cut the Starfire if you're finding that you have too much removal. The rest is pretty staple. Big Game Hunter jumps in and out depending on the meta. I'm not a fan of Savage Roar and Force of Nature in Ramp decks, but obviously they are all the rage right now. They may be necessary if you feel that you need some burst to compete. Try it and see.
I haven't played Ranked much this season, except for a bit of experimenting with Druid Murlocs, so I don't really know where the metagame is at. I'll probably wait for Naxxramas before I dive back into it properly.
On that note, what are people's thoughts on Poison Seeds? I'm looking forward to trying it out. It should give us some game against Handlock, and also a way to kill stealthed Gadgetzan Auctioneers. It might pull the deck in a different direction though, since it probably works best in a more mid-range or token oriented build.
I really cant believe how you stop rush decks with ramp. Its looks impossible. I never climb after rank 5.
I don't think it's difficult. The list in my first post was designed specifically for an aggressive metagame. That was in season 1, when Hunter decks were going straight to the face, Zoo was everywhere, and Miracle hadn't become popular yet.
Final update before Naxxramas! I haven't had time to play much serious Hearthstone this season, but I've been testing Demolisher in the Ramp shell, and it's been going well. (Credit to Rushino for the idea.) This deck took me from Rank 20 to Rank 13 in an almost unbroken win streak:
It's still mostly my initial Big Ramp strategy, with no combos, no burst, and a high curve. It's also been tweaked a bit to suit the metagame I've been experiencing at the low end of the ladder recently. I haven't seen much Handlock, so I've cut the Big Game Hunter and dropped to only one Faceless Manipulator, and I'm playing double Sunwalker because I've been seeing a lot of aggressive/tempo decks like Zoo, Tempo Rogue, and Aggro Mage. But the core of the deck is still the same. More 4-drops than most Ramp decks, because I want to get the most out of early game Wild Growth, so I've still got the double Chillwind Yeti and double Sen'jin Shieldmasta. Double Ancient of War for end-game inevitability.
The Demolishers have been great. They provide a slow and subtle source of card advantage for a very efficient cost. They fill the 3-drop gap in my curve that sometimes caused hiccups in the early game. That makes me more comfortable playing The Coin + Wild Growth on the first turn and ramping out from 3 instead of 4. They're versatile enough that I'm usually happy to keep them in my starting hand, which means I play them early quite often. They're tough enough to survive a turn or two on their own in the early game if I can't protect them with one of my taunt minions. Late game they hide behind my taunts and snipe at the enemy's board, or in the worst case scenario take chunks out of the enemy's life total. It's also interesting to see how opponents react to them. Sometimes they try hard to get rid of them, which is fine because it's usually a decent tempo trade. Usually they underestimate them and let them survive for longer than they probably should. Against Zoo, Paladin, and Tempo Rogue Demolisher slaughters lots of little minions. Even when the Demolisher isn't killing x/2's, it can cut big minions down to a more manageable size for my other minions to trade favourably with. I also find myself attacking enemy x/1's with it quite often, which frees up mana that I would have otherwise spent using Shapeshift. It's also worth noting that Demolisher can hit stealthed minions. They probably won't kill a Miracle player's Gadgetzan Auctioneer outright, but they can put it in range of Starfall at exactly the right point in the game, as long as you've made the appropriate gifts or sacrifices to the RNG gods. ;)
Super excited to finally be testing with Naxx cards! Of the cards unlocked this week, the one that I'm most interested in is Nerub'ar Weblord. It seems perfect for Ramp Druids. None of the Druid class cards have battlecry effects, and the few relevant neutrals that we'd play aren't really tempo plays that rely on being cheap. When your Big Game Hunter or The Black Knight hit their targets, it's usually a good deal even at +2 cost. Plus the Weblord protects us from enemy BGH and TBK, which is great because Ramp Druids are usually prime targets for both those cards. I ended up cutting my TBK for initial testing because there aren't many taunts at the moment, and I'm not running BGH anyway, so I've currently only got a single battlecry effect in my deck: one Faceless Manipulator. And I'm actually thinking about cutting that too, because now that I've got Nerub'ar Weblords as well as Demolishers, my curve is getting lower than normal, so there are less big copy targets in my own deck.
Against Miracle Rogue it's a little less impressive, but if you can correctly predict their combo turn it can make their Leeroy Jenkins + Shadowstep combo prohibitively expensive or else force them to burn cards killing the Weblord first, both of which could buy you an extra turn. Rogues also often use Earthen Ring Farseer and Azure Drake earlier in the game, so the spider can steal some tempo to make it harder for them to set up their combo turn. Unfortunately Nerub'ar Weblord doesn't affect minions with Combo.
I've had mixed results so far, although obviously there hasn't been much time for testing since Naxxramas was released yesterday. I've noticed a lot of Druids on the ladder, all testing out new decks incorporating the Naxx cards, which is cool. I beat a deck that was similar to the old Watcher Druid deck except that it was using Nerubian Eggs instead of Ancient Watchers. I also very narrowly lost to an interesting Spider Token Druid with lots of Naxx cards, including Haunted Creeper and Poison Seeds, with Soul of the Forest and the FoN+Savage combo. (Both videos below.)
Is ramp druid still good? i played it to rank 1 in season 1 with a mix of control warrior..
I stopped playing after season 2.. but in season 2 i thought it was getting less effective..
Tried it for a 4-5 games today and won all of them but only at rank 10-9
Weblord is ok vs zoo i have found.. depends how zoo starts out.. because its not that hard for them to kill it.. if they start out with a flamewalker imp/Voidwalker etc
I'm obviously biased, but I think Ramp is one of those strategies that is always going to be powerful. There was a phase a month or so ago when I was really struggling with it, mostly against the tide of Miracle Rogues and Burst Druids, and I haven't had time to grind much since then. But at the moment it seems fine. I think the sudden appearance of Spider Token decks give us an opportunity, because the mirror match is now more similar to the Zoo matchup, so Ramp can position itself as a traditional control deck again. Run the full complement of 4 sweepers (Swipe and Starfall). I've now put the second Starfall back in, replacing theFaceless Manipulator, which was my last battlecry effect for total Nerub'ar Weblord synergy.
An early game Weblord is a must-kill for Zoo players. It disrupts their tempo too much for them to keep up with you otherwise. Yes, it's not too difficult for them to kill a 1/4, but if your 2-drop forces them to divert attention and resources away from your face, that still buys you some time to set up the rest of your deck. Against Zoo all you need to do is stall for the first few turns until you can establish your wall of taunts. Plus, against an opening hand with 2/1's (Leper Gnome, Young Priestess, Abusive Sergeant), the Weblord will control the board.
Weblord is amazing against zoo. If you have it in your opening hand it's not that easy for them to deal with it because it prevents them from playing abusive/other cards to pump up their attackers. Even if you draw it late it can be used to prevent Doomguard when placed behind a big taunt that they would normally bust down with a doomguard so it forces them to run a bunch of smalls into your DoTC etc before they can get their doom out. Haven't played the big ramp style of druid as I've mostly been playing the double combo but was feeling frustrated last night as I kept missing my combo. Might try this out to see if it's more predicable. If this deck has a good matchup vs druid and zoo it could really help because it seems most of my non zoo matches are against druid.
I've been doing some more testing with Nerub'ar Weblord, and I'm convinced that it's excellent in this metagame. It's been doing its best work against Paladins, which I've been seeing a lot of this season. It hits so many of their minions that it seriously disrupts their game plan and makes it so much easier to maintain board control. Some tests from before the Plague Quarter was released: 40: vs Paladin41: vs Control WarriorI was using the same decklist I posted above, except that I replaced the Faceless Manipulator with the secondStarfall, because I wanted more control against aggro decks, and that also left me with zero battlecry effects.
When the Plague Quarter came out I started testing with Loatheb too, replacing one of the Ancient of Wars. It's more difficult to get a handle on how good he is, because it's hard to know whether he's doing anything against the opponent if they don't use spells the next turn. Maybe the opponent didn't have spells in his hand, or maybe he didn't want to play them anyway. I haven't had a chance to really test him against Miracle Rogue yet, because I haven't seen many of them in the last couple of days. In theory he should be great there, as long as you can predict the right turn to play him to prevent the Gadgetzan Auctioneer setup turn or the final Leeroy Jenkins combo turn. In practice though I don't think it's that simple. The only time I've drawn him against Miracle so far, I had to play him early because I had no other relevant plays that turn and needed a 5/5 to maintain pressure and board control. The next turn the Miracle player just dropped a Gnomish Inventor and passed. I like to think that Loatheb affected the opponent's plans for that turn, but I don't really know.
Some post-Plague Quarter testing with Loatheb: 42: vs Mage43: vs Zoo In that Zoo game I was in a pretty strong position at the end, so I played Loatheb to stop potential Soulfires from dealing with my Ancient of War. I had Nerub'ar Weblord so Loatheb cost me 7 mana, but it made victory more likely. Turns out the opponent had no spells then anyway, but that's irrelevant if it prevented possible outs.
I had one great game where I know Loatheb did something, because the next turn my opponent paid the +5 tax and killed Loatheb with a spell. 44: vs Control Warrior In the same game, my opponent also played a Loatheb, and I used a 9-mana Swipe to kill it. I'm not sure if I made the right call in killing it immediately. I had Bloodmage Thalnos in play, and wanted to get 5 damage out of the Swipe while I had the opportunity.
Quality post asuryan. Cool to see you're still testing this deck. If I wasn't busy living in the forest and shit, I'd be kicking ranks with BigRamp now!
Quality post asuryan. Cool to see you're still testing this deck. If I wasn't busy living in the forest and shit, I'd be kicking ranks with BigRamp now!
Living in the forest? Spoken like a true Druid! ;)
Quick question. I have been trying to play druid at rank 6 but I lose every single game. I am really starting to doubt druid right now in this meta. A lot of the decks really suggest going with The Black Knight but I do not have it. It seems to me that ramp isn't really that viable in the high ranks when missing some important keystones for a deck to work.
What are your thoughts on that?
At high levels, ANY deck that's missing key pieces is going to suffer. If you're not playing on an even field, you can't expect to compete as well as a deck that has no restraints...
That said, The Black Knight is a metagame card. It's only necessary if you're facing a lot of taunts. I've currently cut it from the deck because I don't see enough taunts to make it worthwhile, and because it doesn't like Nerub'ar Weblord. But if you're finding that you need it, then I certainly recommend crafting it.
After i get Ancient of War and Ancient of Lore from pack i made this deck
I'd cut the Starfire if you're finding that you have too much removal. The rest is pretty staple. Big Game Hunter jumps in and out depending on the meta. I'm not a fan of Savage Roar and Force of Nature in Ramp decks, but obviously they are all the rage right now. They may be necessary if you feel that you need some burst to compete. Try it and see.
I haven't played Ranked much this season, except for a bit of experimenting with Druid Murlocs, so I don't really know where the metagame is at. I'll probably wait for Naxxramas before I dive back into it properly.
On that note, what are people's thoughts on Poison Seeds? I'm looking forward to trying it out. It should give us some game against Handlock, and also a way to kill stealthed Gadgetzan Auctioneers. It might pull the deck in a different direction though, since it probably works best in a more mid-range or token oriented build.
I really cant believe how you stop rush decks with ramp. Its looks impossible. I never climb after rank 5.
I don't think it's difficult. The list in my first post was designed specifically for an aggressive metagame. That was in season 1, when Hunter decks were going straight to the face, Zoo was everywhere, and Miracle hadn't become popular yet.
Wrath, Keeper of the Grove, Swipe, Sen'jin Shieldmasta, Chillwind Yeti, Druid of the Claw and Innervate are all great cards against aggro rush. If you get some of those early on, you should survive long enough to clean up with Starfall, heal with Ancient of Lore, and win with Ancient of War. If you're playing 2 of all those cards, you should have a good win rate against rush.
Final update before Naxxramas! I haven't had time to play much serious Hearthstone this season, but I've been testing Demolisher in the Ramp shell, and it's been going well. (Credit to Rushino for the idea.) This deck took me from Rank 20 to Rank 13 in an almost unbroken win streak:
It's still mostly my initial Big Ramp strategy, with no combos, no burst, and a high curve. It's also been tweaked a bit to suit the metagame I've been experiencing at the low end of the ladder recently. I haven't seen much Handlock, so I've cut the Big Game Hunter and dropped to only one Faceless Manipulator, and I'm playing double Sunwalker because I've been seeing a lot of aggressive/tempo decks like Zoo, Tempo Rogue, and Aggro Mage. But the core of the deck is still the same. More 4-drops than most Ramp decks, because I want to get the most out of early game Wild Growth, so I've still got the double Chillwind Yeti and double Sen'jin Shieldmasta. Double Ancient of War for end-game inevitability.
The Demolishers have been great. They provide a slow and subtle source of card advantage for a very efficient cost. They fill the 3-drop gap in my curve that sometimes caused hiccups in the early game. That makes me more comfortable playing The Coin + Wild Growth on the first turn and ramping out from 3 instead of 4. They're versatile enough that I'm usually happy to keep them in my starting hand, which means I play them early quite often. They're tough enough to survive a turn or two on their own in the early game if I can't protect them with one of my taunt minions. Late game they hide behind my taunts and snipe at the enemy's board, or in the worst case scenario take chunks out of the enemy's life total. It's also interesting to see how opponents react to them. Sometimes they try hard to get rid of them, which is fine because it's usually a decent tempo trade. Usually they underestimate them and let them survive for longer than they probably should. Against Zoo, Paladin, and Tempo Rogue Demolisher slaughters lots of little minions. Even when the Demolisher isn't killing x/2's, it can cut big minions down to a more manageable size for my other minions to trade favourably with. I also find myself attacking enemy x/1's with it quite often, which frees up mana that I would have otherwise spent using Shapeshift. It's also worth noting that Demolisher can hit stealthed minions. They probably won't kill a Miracle player's Gadgetzan Auctioneer outright, but they can put it in range of Starfall at exactly the right point in the game, as long as you've made the appropriate gifts or sacrifices to the RNG gods. ;)
I recorded some of my games: 29: vs Tempo Rogue 30: vs Paladin 31: vs Shaman 32: vs Zoo 33: vs Paladin 34: vs Warrior 35: vs Rogue
Anyone else had any luck testing Demolishers? Thoughts?
Super excited to finally be testing with Naxx cards! Of the cards unlocked this week, the one that I'm most interested in is Nerub'ar Weblord. It seems perfect for Ramp Druids. None of the Druid class cards have battlecry effects, and the few relevant neutrals that we'd play aren't really tempo plays that rely on being cheap. When your Big Game Hunter or The Black Knight hit their targets, it's usually a good deal even at +2 cost. Plus the Weblord protects us from enemy BGH and TBK, which is great because Ramp Druids are usually prime targets for both those cards. I ended up cutting my TBK for initial testing because there aren't many taunts at the moment, and I'm not running BGH anyway, so I've currently only got a single battlecry effect in my deck: one Faceless Manipulator. And I'm actually thinking about cutting that too, because now that I've got Nerub'ar Weblords as well as Demolishers, my curve is getting lower than normal, so there are less big copy targets in my own deck.
Nerub'ar Weblord is great against Zoo. Zoo decks rely on fast tempo, so slowing down their plays can buy you enough time to set up big taunts. The spider hits Flame Imp, Abusive Sergeant, Doomguard, Dark Iron Dwarf, Defender of Argus, Shattered Sun Cleric, and sometimes Elven Archer and The Black Knight. When the spider has done its job of helping you reach the late game, or if you draw one late, its 1/4 body will still kill off a pair of 2/1's.
Against Handlock the spider slows down Twilight Drake, Sunfury Protector, Defender of Argus, Earthen Ring Farseer, Ironbeak Owl, Faceless Manipulator, Leeroy Jenkins, and it makes Alexstrasza and Lord Jaraxxus literally unplayable until they squash the spider.
Against Miracle Rogue it's a little less impressive, but if you can correctly predict their combo turn it can make their Leeroy Jenkins + Shadowstep combo prohibitively expensive or else force them to burn cards killing the Weblord first, both of which could buy you an extra turn. Rogues also often use Earthen Ring Farseer and Azure Drake earlier in the game, so the spider can steal some tempo to make it harder for them to set up their combo turn. Unfortunately Nerub'ar Weblord doesn't affect minions with Combo.
Against most Shaman decks, the spider will hit Azure Drake, Fire Elemental, Stampeding Kodo, Defender of Argus, Earthen Ring Farseer, etc. Azure Drakes are popular in a bunch of other decks too, including Paladins and Druids. I've also seen Paladin decks running Giants along with Sunfury Protectors and Blood Knights (see video below).
Here's what I'm currently testing with:
I've had mixed results so far, although obviously there hasn't been much time for testing since Naxxramas was released yesterday. I've noticed a lot of Druids on the ladder, all testing out new decks incorporating the Naxx cards, which is cool. I beat a deck that was similar to the old Watcher Druid deck except that it was using Nerubian Eggs instead of Ancient Watchers. I also very narrowly lost to an interesting Spider Token Druid with lots of Naxx cards, including Haunted Creeper and Poison Seeds, with Soul of the Forest and the FoN+Savage combo. (Both videos below.)
A few testing vids: 36: vs Miracle Rogue 37: vs Spider Tokens 38: vs Paladin 39: vs Egg Druid
I'm obviously biased, but I think Ramp is one of those strategies that is always going to be powerful. There was a phase a month or so ago when I was really struggling with it, mostly against the tide of Miracle Rogues and Burst Druids, and I haven't had time to grind much since then. But at the moment it seems fine. I think the sudden appearance of Spider Token decks give us an opportunity, because the mirror match is now more similar to the Zoo matchup, so Ramp can position itself as a traditional control deck again. Run the full complement of 4 sweepers (Swipe and Starfall). I've now put the second Starfall back in, replacing theFaceless Manipulator, which was my last battlecry effect for total Nerub'ar Weblord synergy.
An early game Weblord is a must-kill for Zoo players. It disrupts their tempo too much for them to keep up with you otherwise. Yes, it's not too difficult for them to kill a 1/4, but if your 2-drop forces them to divert attention and resources away from your face, that still buys you some time to set up the rest of your deck. Against Zoo all you need to do is stall for the first few turns until you can establish your wall of taunts. Plus, against an opening hand with 2/1's (Leper Gnome, Young Priestess, Abusive Sergeant), the Weblord will control the board.
Weblord is amazing against zoo. If you have it in your opening hand it's not that easy for them to deal with it because it prevents them from playing abusive/other cards to pump up their attackers. Even if you draw it late it can be used to prevent Doomguard when placed behind a big taunt that they would normally bust down with a doomguard so it forces them to run a bunch of smalls into your DoTC etc before they can get their doom out. Haven't played the big ramp style of druid as I've mostly been playing the double combo but was feeling frustrated last night as I kept missing my combo. Might try this out to see if it's more predicable. If this deck has a good matchup vs druid and zoo it could really help because it seems most of my non zoo matches are against druid.
I've been doing some more testing with Nerub'ar Weblord, and I'm convinced that it's excellent in this metagame. It's been doing its best work against Paladins, which I've been seeing a lot of this season. It hits so many of their minions that it seriously disrupts their game plan and makes it so much easier to maintain board control. Some tests from before the Plague Quarter was released: 40: vs Paladin 41: vs Control Warrior I was using the same decklist I posted above, except that I replaced the Faceless Manipulator with the secondStarfall, because I wanted more control against aggro decks, and that also left me with zero battlecry effects.
When the Plague Quarter came out I started testing with Loatheb too, replacing one of the Ancient of Wars. It's more difficult to get a handle on how good he is, because it's hard to know whether he's doing anything against the opponent if they don't use spells the next turn. Maybe the opponent didn't have spells in his hand, or maybe he didn't want to play them anyway. I haven't had a chance to really test him against Miracle Rogue yet, because I haven't seen many of them in the last couple of days. In theory he should be great there, as long as you can predict the right turn to play him to prevent the Gadgetzan Auctioneer setup turn or the final Leeroy Jenkins combo turn. In practice though I don't think it's that simple. The only time I've drawn him against Miracle so far, I had to play him early because I had no other relevant plays that turn and needed a 5/5 to maintain pressure and board control. The next turn the Miracle player just dropped a Gnomish Inventor and passed. I like to think that Loatheb affected the opponent's plans for that turn, but I don't really know.
Some post-Plague Quarter testing with Loatheb: 42: vs Mage 43: vs Zoo In that Zoo game I was in a pretty strong position at the end, so I played Loatheb to stop potential Soulfires from dealing with my Ancient of War. I had Nerub'ar Weblord so Loatheb cost me 7 mana, but it made victory more likely. Turns out the opponent had no spells then anyway, but that's irrelevant if it prevented possible outs.
I had one great game where I know Loatheb did something, because the next turn my opponent paid the +5 tax and killed Loatheb with a spell. 44: vs Control Warrior In the same game, my opponent also played a Loatheb, and I used a 9-mana Swipe to kill it. I'm not sure if I made the right call in killing it immediately. I had Bloodmage Thalnos in play, and wanted to get 5 damage out of the Swipe while I had the opportunity.
Quality post asuryan. Cool to see you're still testing this deck. If I wasn't busy living in the forest and shit, I'd be kicking ranks with BigRamp now!
Living in the forest? Spoken like a true Druid! ;)
At high levels, ANY deck that's missing key pieces is going to suffer. If you're not playing on an even field, you can't expect to compete as well as a deck that has no restraints...
That said, The Black Knight is a metagame card. It's only necessary if you're facing a lot of taunts. I've currently cut it from the deck because I don't see enough taunts to make it worthwhile, and because it doesn't like Nerub'ar Weblord. But if you're finding that you need it, then I certainly recommend crafting it.
As would I. :) I don't have time to grind up the ladder at the moment. Maybe next season.