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Barnes Ramp Druid Standard Deck

Last updated on Sep 12, 2016 at 14:54 by Sottle 11 comments

Table of Contents

The following deck is a very greedy build of Ramp Druid that aims to rush out huge threats extremely early using Druid's Mana acceleration tools and can also gain an immense advantage from Barnes early in the game.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Barnes Ramp Druid Standard Deck

Our deck costs 10,680 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

2
4
4
2
6
2
3
7

3. Strategy

Ramp Druid aims to accelerate their Mana quickly using cards like Innervate and Wild Growth. Then take over the mid- and late-game using their Mana advantage and large pool of late game minions.

Managing your early turns is often the most complex part of playing this deck. If you have combinations of cards like Innervate and Wild Growth in your opening hand, there are often various ways to play out the opening turns. Plan through your first 1-4 turns and consider what you can play on each using your resources, and try to avoid the mentality of getting out the biggest minion you can as early as possible. For example, consider the opening hand of Innervate, Wild Growth, Fandral Staghelm, The Coin, and Mire Keeper. You may be tempted to use The Coin and Innervate to play one of the 4-drops on turn 1. However, Innervating Fandral on Turn 2 and then Coining out the Mire Keeper on turn 3 curves through your hand more naturally and allows you an immediate followup.

Although the plan for this deck is to dominate the late-game, the presence of decks like Shaman, Zoo and other Aggro in the meta requires some early presence in order to not get run over in the early game. The deck features cards like Living Roots, Wrath, and Feral Rage in order to fight back against the fast starts of your opponent. If you are able to stabilise the board against a fast deck, your dominance in the late-game with your huge Taunt minions should be too much for them to handle.

Mire Keeper is an addition to the deck that introduces a lot of flexibility to your mid-game turns. Against Control you will often use it to Ramp up to bigger threats more quickly. In this build more than ever, you will want to almost always use Mire Keeper to generate Mana. Although it may be temping to use this card to generate some extra board presence when you are fighting for the board against an aggressive deck, you will end up paying as much as 5 lost Mana over the course the game for that additional 2/2, which is rarely worth it, especially in a deck with as many high value threats as this one.

Barnes is also a card with enormous upside in this deck, and is capable of winning the game on turn 4 with a strong enough pull. If you hit Y'Shaarj, Rage Unbound, Ysera, or similar minions with Barnes then the immediate advantage can be too much for your opponent to overcome. Other minions like Aviana can also be huge if you have additional Mana available after Barnes has been played.

Fandral Staghelm is another card to pay close attention to in the mid-game. Although you may be initially swayed by the possibility of huge turns with Nourish, these plays are usually the things of dreams. More common are less impactful but still excellent plays such as Living Roots or Wrath which will deal 4 damage while drawing a card. Although there is sometimes value in committing Fandral to the board purely to have the stats in play, you should keep an eye out for the possibility of activating one of these synergies.

Emperor Thaurissan has been added to the deck to create some additional Tempo. Since this deck by its nature contains a huge amount of high cost cards, you can often find yourself with a slow, clunky hand, and struggle to keep up with faster paced decks. Finding a turn to play Emperor Thaurissan can go a long way to solving this problem, since your opponent will have to dedicate a turn to killing it, which will allow you to dictate the pace of the game in the future turns with your discounted cards.

The choice to include Bog Creeper in this deck instead of the more standard Ancient of War might look like a strange one, but it is because of the potential synergy with Y'Shaarj, Rage Unbound, and to a lesser extent, Barnes. Since Ancient of War's extra stats and Taunt are a Battlecry effect, when it is pulled on to the board through other means, it will not gain its full power, making Bog Creeper a superior choice in many situations.

In the late-game your goal is simple, you will just be looking to consistently outvalue your opponent with a near endless chain of threats. Ragnaros the Firelord, Ysera, and Aviana are all incredibly dominant in this period, but you should pay special attention to Y'Shaarj, Rage Unbound which can a single handed win condition in a lot of situations. This creates a situation that is not commonly found in many Druid decks in that Innervate and Wild Growth actually remain very impactful in the late-game turns in order to get your 10-drop out quicker than you usually could.

Finally if all goes wrong, you have the additional kill-switch option with Deathwing to make a last-gasp gambit to win the game. Deathwing is doubly useful in this deck since it can not only function to pull yourself back into games where you have fallen behind, but its huge 12/12 body is also a fantastic outcome to come from Y'Shaarj, Rage Unbound.

3.1. Mulligans & Matchup Specific Strategies

The Mulligan strategy is extremely simple with this deck. In most cases you will discard your whole hand to look for Wild Growth, Innervate and Mire Keeper. If you already have one the Mana acceleration cards in hand, then you can start to plan your first 4 turns as outlined at the start of the guide and keep additional minions accordingly.

Barnes is also a keep in many matchups due to the overall potential value of the card early in the game, but against more aggressive decks you should consider throwing it back if you do not already have other early-game removal options or Ramp available.

Against aggressive decks like Zoo or Hunter, you will want to prioritise cards such as Innervate, Wrath, and Living Roots . These are your best tools for controlling early aggression. In these matchups, Wild Growth is usually too slow to play on turn 2 and will lead to an overwhelming board state from your opponent that you will find hard to catch up with, even with the increased Mana. If you do have a strong Wild Growth hand, such as Wild Growth into Mire Keeper however, you can keep this hand and hope that your strong minions will catch you up.

Against Control Warrior and other heavy Control decks, Living Roots does not do enough to warrant keeping, since they rarely have any early game minions to remove. You will be much better served throwing this card away in order to push harder for Wild Growth and Innervate in order to dominate the board early.

3.2. Card Swaps

The collection of late-game minions in the deck can for the most part be adapted to fit whichever huge threats you have available in your collection.

Feral Rage, Moonglade Portal, and Mulch are the flex cards in this deck and be played in any combination or dropped for the deck to make room for any tech cards you wish to include.

4. ChangeLog

  • 12 Sep. 2016: Deck added.
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