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Legendary Yogg Ramp Druid Standard Deck

Last updated on Jul 11, 2016 at 16:16 by Sottle 2 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 numerous options for Mana acceleration and endless huge minions and tries to win purely through dominating the board.

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 Yogg Ramp Druid Standard Deck

Our deck costs 8,940 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, 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. Often though simply trying to go 1 for 1 with removal spells for the first two or three turns will not be good enough and you should mulligan hard for your Mana acceleration cards against these decks.

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, Cenarius, and Ancient of War are all incredibly dominant in this period, but if all of this is not enough to stabilise the game for you, the deck does also play Yogg-Saron, Hope's End in order to attempt to reset the game and create a clean board (or better) for you to start rebuilding with your huge minions. Due to the extra spells you can generate in this deck with Raven Idol, along with Wild Growth being counted as 2 spells if it is cast with 10 Mana, you should be able to play sufficient spells to have an impactful Yogg.

The timing of Yogg-Saron is crucial, ideally you want to play Yogg-Saron on a board where only your opponent has minions in play to maximise the chances of removal spells going to favourable targets. Despite this, if you hold on too long, then even Yogg-Saron will often be unable to catch you up unless your are lucky enough to cast Twisting Nether or DOOM!. If you are playing Yogg-Saron on a board with friendly minions it is usually correct to make the attacks with them first. However, this decision is dictated by the goal of your turn. If you are simply trying to clear the board then attacking with your minions first is usually correct, but if you are trying to kill your opponent as a last resort then having a minion in play that can be buffed for extra damage can mean that waiting to try and attack afterwards is correct.

When waiting for a Yogg-Saron turn to resolve, you can often gain some clues about what spells have been cast by looking at the UI. This is important since Yogg will often take the length of the entire turn to resolve all of its Spell casting, this means you will need to commit to certain further actions in order to get them through before the turns ends. As soon as you play Yogg-Saron any minions that have a green border are still alive and able to attack. The same applies for your Hero and will indicate if a spell such as Bite or Heroic Strike has been cast. On top of this any Spells in your hand that turn green are castable and will indicate that Preparation has been cast. Finally you can target any available attacks at enemy minions on the board to see if they are still alive and targettable, or will die by the end of the turn. Use all this information to plan your remaining actions accordingly.

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.

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.

Sylvanas Windrunner can be included in place of one Master Jouster.

4. ChangeLog

  • 11 Jul. 2016: Deck Added
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