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Barnes Ramp Druid Deck

Last updated on Aug 11, 2017 at 00:49 by Pesty 9 comments

Table of Contents

This version of Ramp Druid aims to rush out huge threats extremely early using Giant Anaconda and Barnes on top of the powerful Mana acceleration tools available to Druid.

1. Card List

This deck costs 10,740 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

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2. Mana Curve

2
1
4
2
5
2
1
13

3. Strategy

Ramp Druids aims to accelerate their Mana as quickly as possible using cards like Wild Growth, Innervate and Mire Keeper. The deck relies solely on using big minion in order to capitalise on this on top of other powerful minions that can get huge threats out extremely early such as Barnes, Giant Anaconda, and Y'Shaarj, Rage Unbound.

3.1. Mulligans & Matchup Specific Strategies

In every matchup you should be looking for the fastest possible start, using combinations of Innervate, Wild Growth, Jade Blossom, and Mire Keeper. If you already have some of these cards, Barnes can also be kept in your opening hand due to its huge potential to win the game on the spot.

Against Aggro, you can consider keeping a defensive card such as Wrath or Swipe if the rest of your hand is strong, to ensure you do not get overrun in the early-game.

3.2. Getting The Fastest Start

Getting a fast start with the deck is crucial as even the slowest possible deck can become problematic to handle if you give them enough time. To remedy this, you should carefully plan out how to get the most out of your early turns as possible. Usually this will involve playing cards like Wild Growth to gain Mana as fast as possible and sequencing your ramp appropriately.

Having Innervate in your opening hand will greatly influence the order you play out your cards. For example, consider a scenario where you also have Wild Growth and Jade Blossom in hand. You may consider Innervating out the Jade Blossom on Turn 1, followed by Wild Growth on Turn 2, leaving you with 5 Mana for Turn 3, which can leave you with nothing to do as most of the minions in the deck cost 7+ Mana. However, if you were to skip Turn 1 and play your ramp on Turns 2 and 3, you will still reach a similar position of having 6 Mana on Turn 4, but with the one key difference of still having your Innervate. This allows you to use the Innervate to play a 7- or 8-cost minion, allowing you to access your big minions sooner and putting you in a much more dominant position.

Nourish is another powerful card that needs careful usage within the deck. In other Druid decks you will use it to draw 3 cards almost every time, however the urgency to be able to play your big minions in the deck makes gaining 2 Mana Crystals a more desirable option than usual. As a general rule, you should use the 2 Mana Crystal option against aggro decks if you are unable to play the minions in your hand, this allows you to access them faster against them and stabilise quicker. Against slower decks, the draw 3 option is usually better, providing you with more resources as your opponent will often be able to answer your first few threats.

3.3. Navigating Later Turns

Once you have ramped up, you will be spending most of the game dropping a huge threat on the board each turn. You will be looking to consistently outvalue your opponents with your near endless chain of threats. When it is safe to do so you should try to prioritise playing your cards with powerful effects such as Barnes, Giant Anaconda, and Y'Shaarj, Rage Unbound in order to maximise your overall tempo and put more pressure onto your opponent.

Although you should be trading most of the time, you should also remain conscious of how much damage you can deal to your opponent. Due to the huge attack values of most of the minions in the deck, you will regularly find yourself in a position to kill your opponent in just 2 turns of attacks. If it is safe to do you, you should take this line of play where possible. It is also worth noting that although this deck consists almost solely of big minions, they are also finite in number due to all the spells in the deck to allow you to reach the late-game and therefore you should always be mindful of how many threats you have left as it is sometimes possible for opponents with slower decks to outlast them.

4. Card Swaps

Most of the large threats in the deck are flexible and can be changed based on personal preference. It is good to at least keep Giant Anaconda, Barnes, and Y'Shaarj, Rage Unbound in the deck due to their strong synergy with other big minions.

Feral Rage, Moonglade Portal, and Earthen Scales can also be played in any combination or swapped out for any other tech cards you desire.

5. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

6. ChangeLog

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  • 11 Aug. 2017: Deck updated for the KotFT expansion. Removed 1x Feral Rage, 1x Deathwing, 1x Deathwing, Dragonlord for 1x The Lich King, 1x Hadronox, 1x Ultimate Infestation.
  • 03 Aug. 2017: Guide has been updated to new Icy Veins archetype format.
  • 09 Apr. 2017: Deck added.
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