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Legendary Ramp Druid Standard Deck

Last updated on Jul 11, 2016 at 16:27 by Sottle 15 comments

Table of Contents

The following guide outlines how to play Ramp Druid. After the nerf to Force of Nature Druids have been forced to resort to other methods of victory outside of the classic combo finisher. This deck packs in all the possible Mana acceleration and endless huge minions and tries to win purely through dominating the board.

This deck is based on a build first shown by G2 Esports' Lifecoach who is somewhat infamous for favouring this style of deck.

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 Standard Deck

Our deck costs 10,180 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, 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, 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.

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, but against Aggro, the addition of the extra 2/2 on the board can go a long way to controlling their extra aggression. Either way, this card is an excellent addition to the deck that allows you to curve out much more consistently. Previously Druids only had one strong curve play to drop on Turn 4 in the form of Piloted Shredder, Mire Keeper will now allow you to curve out much more consistently, and react to the matchup and the board state to allow you to choose the right option.

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 10/10 Ancient of Wars or Charging 4/6 Druid of the Claws, 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 in the deck. 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.

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 Ancient of War 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.

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, 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.

Raven Idol can be included in the deck in place of some of the early game spells due to its ability to find additional Ramp spells for you, plus its excellent synergy with Fandral Staghelm.

The Black Knight can be included in the deck in order to help swing heavy Control matchups in your favour even further.

4. ChangeLog

  • 11 Jul. 2016: Moved to Unique Decks.
  • 07 May 2016: Deck added.
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