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Season 20 Legendary Ramp Druid Anti-Control Naxx Wild Deck

Last updated on Nov 24, 2014 at 12:13 by Sottle 6 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Disclaimer: this deck has been archived.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 Control.

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-Control Naxx Wild Deck

Our deck costs 10,760 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve

2
0
4
2
6
7
3
6

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 Chillwind Yeti. You may be tempted to use The Coin and Innervate to play the Yeti on turn 1. However, Innervating the Shade on Turn 1, then using Wild Growth on Turn 2, followed by the Yeti 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 focused on beating heavy control decks and as such it has no real early game to speak of. The goal is to punish the slow starts of your opponents by getting to the late game before them using your Ramp cards and then outlasting them with the density of threatening minions in your deck. However, if you do not get your Ramp cards early, you may find yourself just using your Hero Power for the first few turns. Stay calm in this situation and try to fight your way back on to the board once your minions become available.

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, this deck really begins to come into its own due to power cards like Ancient of War and Ragnaros the Firelord that can easily dominate the board. It is important with these huge minions that you test your opponent for hard removal before using them. Play out smaller minions such as Sludge Belcher or Druid of the Claw first to check for hard removal cards such as Hex, Execute or The Black Knight. If you do succeed in getting a huge minion to stick to the board, Faceless Manipulator can create you a second copy to completely shut out your opponent.

The deck also plays a high number of 5-drops. The reason for this is the goal of the deck, which is to get to 10 Mana as quickly as possible. Once at 10 Mana, usually, the most powerful thing you can do is to play two 5-drops. Combinations like Sludge Belcher plus Faceless Manipulator, or Druid of the Claw plus Loatheb are hugely intimidating plays, even if you have nothing else on the board. Combine all of this with the power of Ancient of Lore to refill your hand and you will find this deck wins most late-game battles.

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 Innervate and Wild Growth. If you already have at least one of these cards then you can start to plan your first 4 turns as outlined at the start of the guide and keep additional minions accordingly. The exception to this rule is when faced with Aggro, against a deck like Zoo, although Innervate is still powerful, skipping turn 2 to activate Wild Growth is usually too slow. You should mulligan instead for cards such as Wrath and Keeper of the Grove along with Innervate.

Against extremely slow Control matchups like Warrior, you can actually afford to keep Ancient of Lore in your hand. The key to these matchups is simply not running out of resources against their removal, and since a fast start is not required, you can often keep the Ancient of Lore to be able to refuel your hand on Turn 7.

3.2. Card Swaps

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

Kel'Thuzad can be included in the deck in the place of Ragnaros the Firelord. This is a particularly good change if you are encountering a lot of Big Game Hunters, and plays well into the board presence strategy of the deck.

An Azure Drake can be included in place of The Black Knight if you are not facing a lot of Taunt minions. The extra card draw can be a nice addition to the deck, as well as creating some powerful Spell Damage clears with Swipe.

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