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Ramp Druid [STANDARD] LEGEND RANK 1

Deck submitted by Katsucurry.

Jin "Katsucurry" piloted this Ramp Druid deck all the way to Legend Rank 1 this season.

 

This deck is full of very high cost, high impact cards, hence it can be difficult to build this deck if

you are a new player. The deck is tons of fun to play. The feeling of Innervating out a large minion

early and having it stick on the board is such a rewarding feeling. If you love playing big minions

with rage inducing effects, then this is definitely the deck for you.

The focus of the early game should be to ramping up as fast as possible while also trying to survive.

Your win condition is basically playing big threats, one after another until your opponent runs out ofremoval. Yes you will take some face damage early on, especially against more aggressive decks,

but that is why did deck carries a large number of big taunt minions. The opponent who had board

control can easily take down your Druid of the Claw on turn 5, and maybe use a spell to kill your

turn 6 Dark Arakkoa, but you will often find that the turn 7 Ancient of War will stop the pressure and hold the door.

Like I said before, the aim of the deck is to keep placing threats for your opponent until the run out

of removal. This works the same way against control decks. Warriors and Priest only have so many

removal cards.

This deck however, suffers against decks that can easily flood the board over and over again. Totemic Shamans and Zoolocks might give you some trouble. In this case, a little bit of luck is needed. Pray that they draw their deck backwards.

You should try to mulligan for ramp in all cases. Try to keep one early removal spell against aggressive decks to increase your chances of survival. As tempting as it may be, try not to keep Nourish in your starting hand, unless you can pull off a turn 3 Innervate into Nourish combo.

If the Naga Sea Witch seems like an odd choice, consider this - you play it on turn 5 and your

opponent ignores it, good job! You just got a Rag out on turn 6. If your opponent decides to

kill it, you just got yourself a 5/5 taunt minion with no taunt. Even better if they use a removal

spell to kill your Naga Sea Witch.

Hope this deck helps you on your journey to Legend. May the RNG Gods be in your favor! Best of Luck!

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