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Legendary Ramp Druid No BrM/LoE/Kara Wild Deck

Last updated on Nov 04, 2015 at 14:33 by Sottle 2 comments

Table of Contents

In this article you will find a guide on Ramp Druid. The term "Ramp" refers to accelerating your Mana in order to play large minions earlier than you normally could. It is one of the easiest decks to play well at a high level and is extremely powerful against Midrange decks, as well as in other Control matchups.

The TGT update to this deck adds in the excellent Darnassus Aspirant, which can help you to accelerate your Mana while fighting for the board against aggressive decks.

Building this deck without access to Blackrock Mountain is not too difficult. You lose access to the excellent Druid of the Flame, but there are numerous other 3-drop options that can be used in this deck instead.

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 Druid No BrM/LoE/Kara Wild Deck

Our deck costs 5,880 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


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, Shade of Naxxramas, The Coin, and Sen'jin Shieldmasta. You may be tempted to use The Coin and Innervate to play the Sen'jin on turn 1. However, Innervating the Spider Tank on Turn 1, then using Wild Growth on Turn 2, followed by the Sen'jin on turn 3 curves through your hand more naturally and preserves your Coin. As a general rule you also do not want to use The Coin on turn 1 to play a Wild Growth unless you have a 3 Mana card to play on turn 2.

Although the plan for this deck is to dominate the late-game, the presence of decks like Face Hunter, Zoo and Mech 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, Darnassus Aspirant, and Wrath 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.

Upon reaching the mid-game, Ramp Druid starts to come into its own and becomes very simple to play. On most turns you will simply be playing the minion that uses the most of your Mana. Ramp Druid gets its wins through pure attrition and exhausting your opponent's resources with your consistent threats. To facilitate this, try to remove your opponent's minions with your removal spells such as Wrath and Swipe to preserve your minions and create repetitive damage. Once your high health minions like Sludge Belcher and Druid of the Claw start to create 2-for-1 situations in your favour, you will quickly find yourself at a resource advantage and be able to snowball the game in your favour.

Druid of the Claw should usually be played in Taunt form in this deck to ensure maximum value out of the 6 Health. However, be aware of situations where you can create immediate 2-for-1 value by playing it in Charge form. For example, against Grim Patron Warrior, Charging your Druid of the Claw directly into a Gnomish Inventor will secure you an immediate 2-for-1.

Once you have reached the late-game, your key cards are Ancient of Lore and Ancient of War. Ancient of Lore will help you to refill your hand and continue to pressure your opponent. As long as you do not run out of resources you can just continue to play multiple mid-range minions per turn and overwhelm your opponent's removal options. Once you feel your opponent is low on options, Ancient of War comes into its own. At 5/10, this is one of the largest minions in the game, and without hard removal like Hex your opponent will have serious problems removing it. Protecting your Ancient of Wars is one of the keys to success with this deck. Make sure to test your opponent for removal options like Hex or The Black Knight by playing smaller minions like Sludge Belcher or Druid of the Claw. Only when you are confident the path is clear, should you invest the 7 Mana to play Ancient Of War.

Furthermore this deck plays two additional minions to completely dominate the late-game in the form of Kel'Thuzad and Cenarius. Kel'Thuzad is an incredible value minion in this deck, since you will often spend most of the game with one or two high value minions on the board, if you are able to drop Kel'Thuzad and trade into your opponent's board of equal size, reviving your own board, the resource swing is almost always too severe to come back from. Cenarius is a fantastic tool for quickly generating a board out of nowhere, and is of particular use after a board wipe from your opponent.

It is worth noting that all of the late-game minions in this deck are specifically chosen to have less than 7 attack. This is due to the extreme frequency of Big Game Hunter in the meta. By not having a Big Game Hunter target in your deck, your opponent will very often be left sitting on a dead card in their hand, waiting for a Ragnaros the Firelord or Dr. Boom that is never coming.

This deck does not play the Force of Nature plus Savage Roar combo and because of this you will win purely through board dominance and attrition. You must simply aim to build an overwhelming board presence that your opponent can no longer answer and win the game through repetitive minion damage. Due to this strategy Cenarius is a key card, since placing the +2/+2 buff on a board of 2 or more minions can quickly take the game away from your opponent.

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 Darnassus Aspirant. 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.

Against aggressive decks like Zoo or Hunter, you will want to prioritise cards such as Innervate, Wrath, Darnassus Aspirant, Living Roots and Keeper of the Grove. 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.

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 3 drop slot is very flexible, you can rotate between 1-2 copies of any of Big Game Hunter, Spider Tank, Shade of Naxxramas, and Mind Control Tech.

Sneed's Old Shredder and Ysera are other late-game minions that can be considered in place of either Kel'Thuzad or Cenarius. Alternatively, if Big Game Hunter makes its way out of the meta, you can consider cards like Ragnaros the Firelord and Dr. Boom.

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