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Season 20 Low Budget Ramp Druid Naxx Wild Deck

Last updated on Nov 24, 2014 at 12:13 by Sottle 4 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Disclaimer: this deck has been archived.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 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 Low Budget Ramp Druid Naxx Wild Deck

Our deck costs 2,600 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 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.

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, Ancient of War, and Ironbark Protector. 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, your big Taunt creatures come into their own. Ironbark Protector and Ancient of War at 8/8 and 5/10 respectively are two of the largest minions in the game, and without hard removal like Hex your opponent will have serious problems removing them. Protecting these cards 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 Mana to play your huge minions.

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. To facilitate this the deck plays a high quantity of 5-drops. If things are going well, you will find yourself at 10 Mana before your opponent by using your Ramp cards. Once you have 10 Mana, the most powerful play you can make is often to play two 5-drops, so having several available in the deck is important.

3.1. Synergies & Combinations

Mark of the Wild plus Faceless Manipulator is a powerful combination that allows your Mark to essentially buff 2 minions. Playing this combo on an already established 4-cost or higher minion will spell serious trouble for your opponent.

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 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.

3.3. 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.

Sen'jin Shieldmasta can be used instead of Chillwind Yeti if you are facing a lot of Aggro.

If you find yourself struggling to finish your opponent, the Force of Nature plus Savage Roar combo can be included in place of the Mark of the Wild and Faceless Manipulator.

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