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Jungle Giants Ramp Druid Quest Deck

Last updated on Aug 13, 2017 at 05:44 by Pesty 7 comments

Table of Contents

This version of Jungle Giant 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 12,060 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

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2. Mana Curve

2
3
4
0
5
2
2
12

3. Strategy

Ramp Druid 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

As this is a Quest deck, Jungle Giants will always appear in your mulligan. Despite this being the case, it is not always correct to keep it.

In every matchup you should be looking for the fastest possible start, using combinations of Innervate, Wild Growth, 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 will be unlikely to complete your Quest in a timely manner and should throw it away in favour of defensive tools such as Wrath or Swipe in addition to the previously mentioned cards.

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.

If you have no other plays, playing Jungle Giants on Turn 1 is correct. However, if you have any other plays involving The Coin or Innervate available, they should take priority as it is unlikely you will be summoning any 5 Attack minions until much later into the game. Having Innervate will have a large impact on the order you play out your first few turns. For example, if you were to have Innervate, 2x Wild Growth in your opening hand, it may seem reasonable to Innervate out Wild Growth on Turn 1 and play Wild Growth on Turn 2, putting you in a good spot with 5 Mana on Turn 3. However, you will be left with very little to do as the core minions in the deck cost a minimum of 7 Mana. Instead, you could save Innervate on Turn 1 and optionally play Jungle Giants if it is in your hand, followed by Wild Growth on Turns 2 and 3. You will still end up with 6 Mana on turn 4 with this line of play, however with the Innervate that was retained you can now play a 7- or 8- Mana minion, enabling you to start playing out your strong minions a turn quicker and leaving you in a much more commanding position.

3.3. Navigating Later Turns

Having ramped up, you should aim to play a large minion every turn. By doing this you will proceed to outvalue opponents with your chain of minions. Where possible you should aim to play your minions powerful effects first, such as Barnes, Giant Anaconda, and Y'Shaarj, Rage Unbound to put pressure onto your opponent as fast as possible.

Although you should be trading most of the time, you should also remain concious of how much damage you can deal to your opponent. Due to the huge attack values of the 10 Mana 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 solelyof 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.

When you have completed Jungle Giants you are free to play any big minions you play. While this is a huge tempo play, you must also be mindful of classes with powerful board clears such as Brawl or Twisting Nether and be sure to bait out where necessary. Once you feel it is safe to do so, you should populate the board with as much power as possible and swifty overrun your opponent.

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

+ show all entries - show only 10 entries
  • 13 Aug. 2017: Deck updated for the KotFT expansion. Removed 1x Jade Blossom, 1x Ysera, 1x Feral Rage for 1x Earthen Scales, 1x Bone Drake, 1x The Lich King.
  • 02 Aug. 2017: Guide updated to new Icy Veins archetype format.
  • 09 Apr. 2017: Deck added.
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