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Season 20 Legendary Ramp Druid Naxx Wild Deck

Last updated on Nov 24, 2014 at 11:32 by Sottle 1 comment

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Disclaimer: this deck has been archived.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 well at a high level and is extremely powerful against Midrange decks, as well as in other Control matchups.

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 Naxx Wild Deck

Our deck costs 7,260 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, Shade of Naxxramas, 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 Shade 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 features an additional early game play in the form of Zombie Chow. Due to the slow nature of the deck, especially in games where you do not draw your Ramp cards early, Zombie Chow is a nice insurance policy to help you not fall behind too far against aggressive decks. It can help control an early Undertaker, or simply clear a Shaman's board of Totems, buying you important time to set up your gameplan.

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 also plays the Force of Nature plus Savage Roar combo as an additional win condition. However, this deck is not as reliant on it as faster and more aggressive Druid decks. As such, you can freely use either piece of the combo to create value trades, or to enforce Tempo on your opponent by clearing a minion while preserving your own board. Savage Roar to trade up a Zombie Chow into a large minion, or using Force of Nature to clear an opposing Druid of the Claw with an already established board are both examples of fine plays using these cards.

When looking to end the game, it is always important to look for opportunities for 2-turn guaranteed lethal. For example, it is not always correct to hold on to the Force of Nature + Savage Roar combo until you can kill immediately with it. Sometimes it is in fact correct to use it a turn early, before any possible taunts come down, to reduce your opponent to a very low life total and enable you to finish the game the following turn with cards like Swipe that cannot be stopped by Taunt.

3.1. Synergies & Combinations

Having a Stealthed Shade of Naxxramas that has grown to a significant size to be a part of a Savage Roar combo can create huge amounts of damage.

The Force of Nature plus Savage Roar combo is your primary finisher and provides 14 points of burst from an empty board for 9 Mana.

3.2. 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 of 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 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.

3.3. Card Swaps

Ramp Druid is a very flexible list. While the midrange body of the deck should remain largely unchanged, the choice of which particular early- and late-game minions you use is largely up to you. However, some specific suggestions are included below.

Big Game Hunters can be included in place of Shade of Naxxramas to give you an answer to huge minions like Ragnaros the Firelord or Giants.

The Force of Nature plus Savage Roar combo can be cut entirely to make room for additional minions such as Sunwalker, a second Azure Drake, Harvest Golems, or anything else you feel your Mana curve needs.

Cairne Bloodhoof can be brought in to replace The Black Knight if you are not finding enough valuable targets for The Black Knight's Battlecry.

The Sen'jin Shieldmastas can be swapped for Chillwind Yeti if you are not facing a lot of Aggro. The extra point of Attack is more valuable in Control matchups that the Taunt ability.

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