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Season 20 Legendary Ramp Druid Anti-Aggro Naxx Wild Deck

Last updated on Nov 24, 2014 at 12:13 by Sottle 5 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Disclaimer: this deck has been archived.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.

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 at a high level. This particular deck is tuned heavily to fight against Aggro.

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 Ramp Druid Anti-Aggro Naxx Wild Deck

Our deck costs 6,980 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, Harvest Golem, 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 Golem 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.

This deck is highly tuned to counter Aggro, whilst still retaining a degree of strength against Control matchups. It features additional early game minions in the form of Zombie Chow and Harvest Golem, as well as some additional healing stability in Earthen Ring Farseer. The early minions are important in controlling the early board flood from classes like Hunter, Warlock, and Shaman, whilst the Earthen Ring Farseer is important against classes that can kill you with direct damage that bypasses your taunts such as Kill Command.

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.

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 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.

3.2. Card Swaps

Ramp Druid is an extremely flexible deck. This particular version is heavily tuned to fight Aggro decks and as such suffers against Control. If you are facing a lot of Control heavy decks you should look at our anti-Control version of this deck instead of trying to adapt this one. However, here are some possible changes to this build.

Hogger can be substituted for the Sunwalker, since these cards serve similar roles in the 6 Mana slot, so you can experiment to see which one you prefer.

Shade of Naxxramas can be included in place of the Harvest Golems. The Shade is a much better target to Innervate on turn 1, however, we chose to go with Harvest Golems in this deck as they are consistently strong against Aggro.

The Earthen Ring Farseer can be replaced with Healing Touch. The decision here is simply whether you prefer the greater healing power, or the extra 3/3 body on the board.

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