Damien

[Archived] S20 Hearthstone Legendary Ramp Druid GvG

Sign in to follow this  

7 posts in this topic

This thread is for comments about our Legendary Ramp Druid Deck for GvG.

Share this post


Link to post
Share on other sites

I understand the inclusion of Ysera but i do not have Ysera or sneeds. What do you recommend putting in its place?

 

Share this post


Link to post
Share on other sites

Hey sottle i would like you to make an update on the ramp Druid with the brm cards please. The deck is awesome I'm having great results with it, Ysera and kelthuzad are incredible cards in ramp Druid. Ysera personally is my favorite, she has save me and won me games by herself so many times. I made a small change I took out the spider tank and put sylvanas, she is awesome with kelthuzad on the board. I would like to know if the new brm cards are good in ramp Druid. Please make an update.

Share this post


Link to post
Share on other sites

Thus far I've gone on an insane losing streak with this deck. I have a Shade of Naxx instead of one BGH, but other than that it's identical to the main list. It seems just gets tempoed out by everything I play against before I can get anything to stick on the board, or they have answers to literally every card I play. Mech Mage, pretty much any Paladin, and Zoolock all have too strong a lead by the time I can play the big guns, and the control decks just tear through absolutely everything like tissue paper. The Mind Control Tech tends to sit unused and when it doesn't it usually randoms me something that's complete junk. (Think I'm going to swap it for another Shade.) To top it all off, it's way too frequent that I get three five drops or something in my starting hand, mulligan the entire thing, and get three seven drops instead. (Or something similar to this.) I get a ton of games where by the time I'm at 10 mana every play I make is dictated whether or not I *might* survive to see the next turn, and not by what's optimal.

 

Am I doing something wrong? I feel like I have to be. Should I trade hard with my minions, or let them trade me? Do I kill spell everything that moves, or only in emergencies?

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      There's an unexpected balance update coming today with Druid decks getting focused, with 1 mana cost increases for mainstays Wild Growth and Nourish, encouraging more diverse deckbuilding and making the cards feel less mandatory. Paladins also get a bit of a nerf with a similar 1 cost increase on Level Up!, while Leeching Poison gets the opposite treatment, having its cost reduced by one. Finally,  Saronite Chain Gang gets a tweak to make Shudderwock more difficult to play multiple times in a match.

      Check out the full details and developer commentary on the changes below and, as usual, you'll be able to disenchant the non-basic cards that got changed for their full Arcane Dust value for two weeks.
      December 19th Update (source)
      In an update scheduled to arrive December 19 PST, the following cards will be changed.
      Developer’s Note: This balance update is focused on improving the long-term health of both Standard and Wild. We've opted to make these changes earlier in the expansion cycle than we normally consider; we'd like to hear your feedback on the timing of this update, in addition to what you think of all the individual card changes.

       
      Wild Growth – Will cost 3 mana. (Up from 2)

      Nourish – Will cost 6 mana. (Up from 5)

      Wild Growth and Nourish have been present in every mid-range, combo, and control Druid deck since their introduction in the Basic and Classic set. When cards from the Basic and Classic set are too powerful, they can have negative long-term effects on the game. Continuously playing against these cards can start to feel repetitive, and they can feel so mandatory that they stifle creative deckbuilding decisions. By increasing the mana cost of both cards by one, we expect them to be considerations in late-game control Druid decks, but more difficult to fit in strategies that don’t directly take advantage of ramping mana.
      Level Up! – Will cost 6 mana. (Up from 5)

      Odd Paladin has consistently been one of the most powerful and most played decks since its introduction in The Witchwood. By removing Level Up from Odd Paladin, we still expect it to be a competitive board control deck, just with more consistent damage output that should be easier to play around.
      Saronite Chain Gang – Now reads: Taunt. Battlecry: Summon another Saronite Chain Gang.

      Shudderwock brings an interesting combo to the table, but playing Shudderwock multiple times in a single game can be frustrating. Changing Saronite Chain Gang makes playing multiple Shudderwocks in a game much more difficult. Shudderwock should now exist as a powerful one-turn effect rather than constantly copying itself with Saronite Chain Gang’s Battlecry.
      Leeching Poison – Will cost 1 mana. (Down from 2). Now reads: Give your weapon Lifesteal this turn.

      We love the fantasy of building a powerful weapon over the course of a game with Kingsbane, but granting it a permanent Lifesteal effect with Leeching Poison resulted in an endgame with few weaknesses, as well as conflicting with our philosophy that Rogues should not have persistent self-healing effects. Making the Lifesteal effect only active for one turn should address some of the power level issues with Kingsbane Rogue’s late game.
      Once these card changes are live, players will be able to disenchant the changed non-Basic cards for their full Arcane Dust value for two weeks.
    • By positiv2
      This thread is for comments about our Mage guide for Rumble Run.
    • By Zadina
      People found out that the yearly event has already began today on Asian servers and it is expected to go live in Europe and the Americas on Tuesday the 18th of December.
      Make sure to have one slot empty in your quest log as you will get a special Winter Veil quest to "Play 100 cards in Play Mode". The reward is 4 The Boomsday Project card packs.
      There is also a new Winter Veil Wonderland Bundle for 20€/20$ that contains 6 packs from each of the following expansions: The Boomsday Project, The Witchwood, Kobolds & Catacombs, Knights of the Frozen Throne and Journey to Un'Goro.
       
    • By positiv2
      This thread is for comments about our High Priestess Jeklik guide for Rumble Run.