I built a Paladin deck based around Redemption. It was a lot of fun but I never tested it in ranked. Pulling off that Sylvanas + Redemption is so satisfying.
I would craft 2 Ancient of Wars first if you're really dedicated into this Ramp Druid deck. Some builds only run 1 War but I definitely would cut out the Ironbarks regardless of how many you choose to run. After that, you can go for Black Knight and Sylvanas.
I used to play Ramp Druid last season and recommend 2 Senjin Shields. It could potentially draw out opposing Black Knights keeping your bigger taunts safe and it gives you a toe-hold against aggro decks if you didn't open with Wild Growths/Innervate.
Flare wins mirror games and for 1 mana, it's not hard to find a turn where you can exchange it for something else in other match-ups. It has the benefit of being able to reveal stealth Auctioneers which is very relevant in today's meta.
Tracking is one of the best spells in the game imo but people seem to be using this card inefficiently. I see too many players going Turn 1 'Tracking' just for the sake of having a turn 1 play. Unless you know you're going to need the card for sure going into the game, it's better to save Tracking when you know you need answers.
It gives Hunter Decks great consistency. There are times times where it wouldn't fetch you anything good but even in that case, you are now 3 cards closer in your deck to drawing what you are looking for. There is that rare instance where the three choices are all amazing and you hate the other 2 cards to be gone but you can still pick the best one out of all 3.
First is the heal. The 3 HP Heal often helps put yourself out of lethal burst range. Some games may necessitate that you Shadow Step ERF to give yourself another extra heal. It also helps against aggro match-ups that just wants to mow you down like Zoo or Aggro Paladin while providing a solid 3/3 body in turn 3.
The other one is that heal effect is tied to a minion. It's usually a bad idea to leave a minion up against Miracle Rogue as that minion can creep you closer into lethal range if it gets off an attack or two. Again a 3/3 for 3 Mana is solid.
Priests are weak to Miracle Rogue unless you're running some weird funky build. Typical Priest decks have little early game pressure which pretty much lets the Rogue have a free pass to a Gadgetzan turn.
Midrange Druids and Ramp Druids are problematic for priests as well due to the amount of 4 ATK minions they can get out.
Cenarius is far from a liability. He is picked as a nine drop over others because he won't backfire on you. He's out of Big Game Hunter range and he is not appealing to Faceless Manipulate as other legends like Ysera or Ragnaros. 5/8 can do plenty of work in controlling the board.
Control Warrior is annoying but I do well against it. It's Zoo that I have trouble with. In most of my losses, I notice that I never could get on the board and forced into an awful Swipe to mitigate damage. The rest of my losses are when I finally stabilized but was too low on life and die to surprise damage.
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Adopt to the meta or stay away from the game for a while.
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Bloodmage Thalnos
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I built a Paladin deck based around Redemption. It was a lot of fun but I never tested it in ranked. Pulling off that Sylvanas + Redemption is so satisfying.
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I would craft 2 Ancient of Wars first if you're really dedicated into this Ramp Druid deck. Some builds only run 1 War but I definitely would cut out the Ironbarks regardless of how many you choose to run. After that, you can go for Black Knight and Sylvanas.
I used to play Ramp Druid last season and recommend 2 Senjin Shields. It could potentially draw out opposing Black Knights keeping your bigger taunts safe and it gives you a toe-hold against aggro decks if you didn't open with Wild Growths/Innervate.
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Argent Squires is a staple in Shaman decks for me.
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Correct
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Flare wins mirror games and for 1 mana, it's not hard to find a turn where you can exchange it for something else in other match-ups. It has the benefit of being able to reveal stealth Auctioneers which is very relevant in today's meta.
Tracking is one of the best spells in the game imo but people seem to be using this card inefficiently. I see too many players going Turn 1 'Tracking' just for the sake of having a turn 1 play. Unless you know you're going to need the card for sure going into the game, it's better to save Tracking when you know you need answers.
It gives Hunter Decks great consistency. There are times times where it wouldn't fetch you anything good but even in that case, you are now 3 cards closer in your deck to drawing what you are looking for. There is that rare instance where the three choices are all amazing and you hate the other 2 cards to be gone but you can still pick the best one out of all 3.
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Two reasons:
First is the heal. The 3 HP Heal often helps put yourself out of lethal burst range. Some games may necessitate that you Shadow Step ERF to give yourself another extra heal. It also helps against aggro match-ups that just wants to mow you down like Zoo or Aggro Paladin while providing a solid 3/3 body in turn 3.
The other one is that heal effect is tied to a minion. It's usually a bad idea to leave a minion up against Miracle Rogue as that minion can creep you closer into lethal range if it gets off an attack or two. Again a 3/3 for 3 Mana is solid.
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Priests are weak to Miracle Rogue unless you're running some weird funky build. Typical Priest decks have little early game pressure which pretty much lets the Rogue have a free pass to a Gadgetzan turn.
Midrange Druids and Ramp Druids are problematic for priests as well due to the amount of 4 ATK minions they can get out.
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Handlock is an awful match-up especially if you are running Ramp. It's a little better with Token Druid because you can pressure better much earlier.
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Cenarius is far from a liability. He is picked as a nine drop over others because he won't backfire on you. He's out of Big Game Hunter range and he is not appealing to Faceless Manipulate as other legends like Ysera or Ragnaros. 5/8 can do plenty of work in controlling the board.
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Sucks to be you if they ALWAYS have Auctioneer/Conceal turn 6
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Annoying sure but problematic? I don't think so.
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I run Senjin Shieldmasta instead of Yetis.
I should have realized it right from the start but Innervate is key. I'll try and mulligan more aggressively for them.
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Does anyone have any tips against this match-up?
Control Warrior is annoying but I do well against it. It's Zoo that I have trouble with. In most of my losses, I notice that I never could get on the board and forced into an awful Swipe to mitigate damage. The rest of my losses are when I finally stabilized but was too low on life and die to surprise damage.
Thoughts?