Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Season 20 Legendary Dragon Ramp Druid BrM Wild Deck

Last updated on May 20, 2015 at 19:08 by Sottle 19 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

The following guide contains instructions on how to play Dragon Ramp Druid. This deck takes the popular Ramp Druid archetype and makes certain sacrifices in order to add in some powerful Dragon synergy cards. It can suffer against decks with extremely fast starts, but otherwise, offers very strong matchups across 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. S20 Legendary Dragon Ramp Druid BrM Wild Deck

Our deck costs 4,560 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

2
1
4
0
6
10
1
6

3. Strategy

Dragon Druid is a deck that aims to take the shell of the classic Ramp Druid archetype and adds in a little Dragon Synergy for some increased mid-game Tempo and removal, and some additional late-game options. The goal of the deck is to accelerate your Mana as quickly as possible using cards like Wild Growth and Innervate and then overwhelm your opponents with high value taunts, eventually winning the game through board attrition.

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, Ancient of Lore, 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, passing Turn 1, then using Wild Growth on Turn 2, followed by the Sen'jin on turn 3, and Innervating the Ancient of Lore on Turn 4 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. Since this deck's only 3-drop is Big Game Hunter this is rarely going to be the correct play.

This deck sacrifices some of the early game control often found in Ramp decks in order to make room for the Dragon synergy, because of this, it can find itself behind in the game against aggressive decks like Zoo and Mech Mage. In these matchups you should mulligan extremely hard for your Zombie Chow, as well as Innervate, Keeper of the Grove and Wrath. These cards will allow you to go at least 1-for-1 in the opening turns against your opponent's aggression and allow your more powerful cards to take over as you gain more Mana.

Upon reaching the mid-game, this deck 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. Slower Druid decks get their 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.

Blackwing Corruptor is a great addition to this gameplan, since Druids generally struggle with Tempo plays in the mid-game. Usually Druids have to make the choice between playing a minion or removing their opponent's threats, but Blackwing Corruptor creates the opportunity to do both and create a big board swing in your favour. With this in mind, you should be careful with playing out your Azure Drakes if you do not have one of the other high value Dragons in hand. Activating your Blackwing Corruptor is often key to victory in this deck, and so sacrificing the ability to play your Azure Drake for a turn is often worth it.

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.

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.

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 Ancients of War 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 Ysera and Chromaggus. Both of these cards serve a similar purpose in the late-game in that if they are able to survive they start to provide you with such a resource advantage that your opponent will not be able to keep up with you. Sometimes these cards will be too slow against aggressive decks, but they will still a serve a purpose in your hand by activating your Blackwing Corruptors, which are vital for fighting back against these decks.

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.

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 Zombie Chow. 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, Zombie Chow 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, Zombie Chow does not do enough to warrant keeping, since they rarely have any early game that Zombie Chow is needed for. 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.

Against slower decks, when holding The Coin or an Innervate, you can consider holding on to Emperor Thaurissan, since the card offers such a huge potential for discounts in this deck.

3.2. Card Swaps

The choice of late-game Dragons is flexible. Although we consider the current choice to be the optimal one, as they are the two Dragons that are resistant to Big Game Hunter, you can instead include Alexstrasza, Nefarian, or Onyxia.

If you are choosing to include a Big Game Hunter target in your choice of Dragons, you should then include additional targets such as Ragnaros the Firelord or Dr. Boom.

If you are not encountering many Aggro matchups, the Zombie Chow can be cut from the deck for more late-game options like Sunwalker or the above mentioned cards.

If the Big Game Hunters are not finding enough targets to justify including two, you can cut one for a Shade of Naxxramas, Mind Control Tech, Druid of the Flame, or Spider Tank.

Force desktop version
Force mobile version