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Season 7 Legendary Ramp Druid Naxx Wild Deck

Last updated on Aug 29, 2014 at 12:15 by Poyo 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Disclaimer: this deck has been archived.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.

On this page, you will find a S7 legendary budget Ramp Druid Naxx Wild deck. It costs 5,740 a total of Arcane Dust to make, and it is called legendary because it utilises any number of required Legendary cards. This deck is designed to help you reach the top of the rankings (and possibly even Legend rank).

1. S7 Legendary Ramp Druid Naxx Wild Deck

Our deck costs 5,740 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

1.1. Mana Curve

2
0
5
2
8
6
2
5

2. Strategy

This Legendary Budget Control "Ramp Up" Druid Deck focuses on sacrificing early game for Mana acceleration in order to get to the late game faster. The term "Ramp" comes from Magic: The Gathering and it essentially refers to a play style relying on Mana acceleration.

As already mentioned, "Ramp" Druids rely on Mana acceleration provided by Innervate and/or Wild Growth in order to the reach late game faster. Since the deck offers no early pressure, you will rely on defensive play throughout early game and attempt to control the board with Wrath, Keeper of the Grove, and Swipe.

Playing an early Sen'jin Shieldmasta, Chillwind Yeti, or even a Druid of the Claw with Wild Growth or Innervate can easily counter any aggressive opponent. You should always attempt to use your Innervate efficiently, which means holding on to it until you can play a high value minion or removal, such as Swipe, in order to counter your opponent's pressure or setting up your own board.

Most of your minions have Taunt, but if you really are under pressure, you can always use Mark of the Wild and turn your Keeper of the Grove, Chillwind Yeti, or any other minion without Taunt into an excellent Taunter. Mark of the Wild can also be used aggressively. Finally, you need to keep in mind that if your opponent manages to take the buffed minion out with a single spell, you will give them card advantage.

Speaking of card advantage, most of your minions have a lot of value and when you play them earlier, thanks to the Mana acceleration provided by Wild Growth or Innervate, they will often force your opponent to dedicate more than 1 card in order to deal with them.

Sludge Belcher and Sunwalker are amazing Taunters with solid defensive value that will help you transition to late game and overpower your opponent.

Ancient of Lore can provide necessary healing when running low on health, but in most situations you will use it to draw cards, create card advantage, and pull ahead of your opponent.

Ancient of War should always be played as a Taunter, but you need to keep in mind that your deck offers many excellent targets for The Black Knight. For this reason, you should always play it carefully and attempt to lure out The Black Knight with another Taunter such as Sen'jin Shieldmasta or Druid of the Claw.

The Black Knight can easily create card advantage and turn the board in your favour if your opponent plays a Taunter. That said, when you play against decks that do not have Taunters, you should try to hold on to The Black Knight until you can take out a big threat by making it a Taunter with Mark of the Wild and then using the Black Knight to destroy it.

Loatheb provides solid minion value and will cause nightmares to any spell heavy opponent. Loatheb is mainly a meta game choice that can be replaced, however with proper anticipation, you can easily destroy your opponent's plans.

Ragnaros the Firelord is an amazing finisher and will always make a huge impact on the board. You should always consider the possibility of a Faceless Manipulator + Big Game Hunter combo and consider what your possible responses to that combo would be, before it ruins your game.

2.1. Synergies and Combinations

Wild Growth provides Mana acceleration, which allows you to reach the late game faster and play minions with much higher value earlier.

Mark of the Wild will turn any minion without Taunt in to an excellent Taunter. As mentioned before, you can also use it on an enemy minion to destroy it with The Black Knight.

2.2. Mulligan / Starting Hand

You should always mulligan for an Innervate or Wild Growth, because Mana acceleration is the key in most match ups.

Against aggressive decks you should mulligan for an Innervate or a decent early game removal. For example, Keeper of the Grove, Wrath, and Swipe will often prove to be essential against minion heavy aggressive decks.

2.3. Card Swaps

Choosing which cards to replace always depends on the meta game, but in most situations you will be going after additional healing that can be provided by Earthen Ring Farseer or Healing Touch.

If you do not have The Black Knight, you can always consider replacing it with Sylvanas Windrunner, Cairne Bloodhoof, or even a Faceless Manipulator.

Ragnaros the Firelord can potentially be replaced with Cenarius.

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