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Legendary Ramp C'Thun Druid Standard Deck

Last updated on Jul 20, 2016 at 20:18 by Sottle 42 comments

Table of Contents

The following guide outlines how to play a C'Thun Druid deck. It is based around accelerating your Mana early on to put pressure on your opponent and taking advantage of the excellent synergy that C'Thun buffs have with various Druid minions. It is a very effective Midrange/Control deck, but can be outlasted by other Control decks with more high value removal options.

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. Legendary Ramp C'Thun Druid Standard Deck

Our deck costs 4,240 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

2
4
5
4
7
4
2
2

3. Strategy

C'Thun Druid is a deck that tries to fill the gap left by the loss of the Force of Nature plus Savage Roar combo by filling the Midrange shell of Druid with high value C'Thun minions and using the powerful Mana acceleration that they still have access to in order to rush out powerful late-game threats and build up a huge C'Thun quicker than most classes are able to.

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.

As with most C'Thun decks the key is not to get too bogged down on Cultist minions and instead focus on playing the powerful cards that are available to your class. C'Thun does not have to get much bigger than 10/10 or 12/12 before it has a potentially game-winning impact. More important even than C'Thun itself in most decks is activating the class cards that rely on its size. In this deck, Klaxxi Amber-Weaver and Twin Emperor Vek'lor are both present to take advantage of a buffed C'Thun. These advantages are important since without them, you will simply be stuck playing strong value minions on curve each turn, which is not strong enough to win games. The two aforementioned cards give you the ability to power spike above the usual curve of value and gain an advantage over your opponent even before your C'Thun is able to come into play.

Brann Bronzebeard is included in the deck not just for synergy plays but also to fill out the Mana curve. Although Brann can be great in order to get huge plays from Disciple of C'Thun or Twin Emperor Vek'lor you should not hesitate to play it out for board presence if the state of the game dictates it. Brann's addition also helps to compensate for the relatively small number of C'Thun minions since you can quickly gain stats on your C'Thun is you are able to activate even a single Cultist with Brann.

Your overall goal with this deck is twofold. You may find yourself able to win games purely through overwhelming board presence due to the ability to stretch out ahead of your opponent on Mana. However, if this plan does not come to fruition you can stall the game with various removal options like Swipe, Wrath, and Living Roots alongside your various large Taunt minions while your progress towards building a huge C'Thun. If you are able to reach turn 10 and beyond to be able to play a huge C'Thun then this scenario should end up being game-winning for you in most scenarios. This is especially true because of the amount of huge threats that you have in the deck that can bait out your opponent's premium removal before you even get to your C'Thun turn.

3.1. Synergies & Combinations

The deck is heavily themed around C'Thun and many of your cards synergise with the 10 Mana Old God in some way.

Brann Bronzebeard can allow you to buff your C'Thun even quicker as well as opening up powerful plays with Disciple of C'Thun and Twin Emperor Vek'lor.

Azure Drake can be used to boost the effectiveness of cards like Swipe and Living Roots.

3.2. Mulligans & Matchup Specific Strategies

In every matchup you are looking to draw Innervate, Wild Growth, or Beckoner of Evil in your opening hand. You should avoid keeping more than two of these options however and instead focus on getting powerful plays to go with them if you have secured one or more in your opening hand.

Living Roots, Beckoner of Evil, and Disciple of C'Thun are strong keeps against Aggro in order to contest the board effectively in the opening turns. In these matchups Innervate is preferred to Wild Growth in your opening hand as Wild Growth can often cause you to fall too far behind on Tempo.

Against Control you are simply looking to draw the most aggressive opening hand possible to establish yourself as the aggressor in the matchup. Since your deck does not play too many strong answers to huge late-game minions, the initiative is on you to end the game quickly in these matchups. If the game comes down to an extreme late-game battle, you will likely be outvalued by classes that have access to hard removal like Hex, Polymorph, or Sap.

3.3. Card Swaps

Big Game Hunter can be included in the deck in place of Living Roots or Beckoner of Evil if you are facing a large number of Control decks. Without Big Game Hunter you may find it difficult to outvalue them in the later stages of the game.

Ragnaros the Firelord can be included in the deck in place of 1 Beckoner of Evil in order to provide another late-game threat in the deck.

4. ChangeLog

  • 20 Jul. 2016: Card swaps: -1 Beckoner of Evil, -1 The Black Knight, -1 Nourish, -1 Ancient of War, + 1 Fandral Staghelm, +2 Raven Idol, +1 Twilight Elder.
  • 18 May 2016: Card swaps: -2 Mire Keeper, -1 Fandral Staghelm, +2 C'Thun's Chosen, +1 Nourish.
  • 26 Apr. 2016: Deck added.
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