Our Ramp Druid deck guide features the best deck list for Season 42, with Mulligan advice, strategy tips, card combos and synergies.
Ramp is a deck archetype in Hearthstone that uses Druid-specific cards like Innervate and Wild Growth to accelerate the size of the hero's available Mana pool. By doing so, you're able to dig much deeper into your pool of minions, and play much more powerful creatures than your opponent will be able to do at any given stage of the match. From here, it's a question of building an impenetrable defense, while simultaneously snowballing an overwhelming threat.
It's a deck that's been popular in one form or another since the very earliest days of Hearthstone's existence, and even in these early stages of the Frozen Throne meta it's clear that this deck is going to be a big part of the competitive scene in the coming months. The mix of old and new is looking particularly potent right now, but you should still be cautious with crafting some of the more expensive cards here.
Our Ramp Druid guide contains a strong early version of the deck, along with some general strategy advice for piloting it. After that we've got some Mulligan tips for you, before we break down all of the combos that give this deck such an extraordinary amount of power.
Our Frozen Throne: Best Decks and Guides hub contains everything you need to get stuck into the new meta!
Ramp Druid deck list and strategy
Here's the Ramp Druid that player Tars has found a lot of success with in the launch window of the Frozen Throne. There will be changes over time but this is a very solid starting point for the archetype:
|2 x Innervate||1 x Acidic Swamp Ooze|
|2 x Druid of the Swarm||1 x Golakka Crawler|
|2 x Wild Growth||2 x Tar Creeper|
|2 x Wrath||1 x Medivh, the Guardian|
|2 x Feral Rage||2 x Primordial Drake|
|1 x Fandral Staghelm||1 x The Lich King|
|2 x Mire Keeper|
|2 x Swipe|
|2 x Nourish|
|2 x Moonglade Portal|
|1 x Malfurion the Pestilent|
|2 x Ultimate Infestation|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAZICBooHrqsCobcC5MICws4CmdMCDEBf/gHEBuQIvqsCvq4CorYCysMCyccCm80Ch84CAA==
We reckon holding your nerve through the early-game is probably the toughest part of playing Ramp Druid. Factor in Mana-boosting effects like Wild Growth and Innervate and it gets a little tricky to explain how exactly you should handle individual situations.
The broad idea of playing this deck though is to use those cards to gain a significant tempo advantage over your opponent, and get bigger minions on the board that they'll struggle to deal with - at least in an efficient way.
Here's the standard advice which has always applied, and we've then highlighted the new Frozen Throne cards further below. We'll combine all this together once things have settled down and we know what the standard make-up of the deck looks like.
Beating aggro opponents
Any aggressive opponent worth their salt is going to take one look at Druid - and its late-game threats in particular - and go hell for leather to get over the finishing line first. For that reason your most pressing duty in the early game is to simply use your ramp cards, minimise the opponent's board development as best you can, and get to the late game in one piece.
When you reach that late game you're hugely favoured because your Taunts will present a defensive wall that even the most aggressive deck will struggle to punch through. Don't forget also that you have access to healing cards such as Moonglade Portal, which not only gives your health pool a little breathing space but also summons a random 6-Mana minion onto the board. If you're alive by Turn 6-7, you would hope to be able to stabilise!
Beating control opponents
Nothing really changes in terms of the early game when it comes to handling slower, control-orientated opponents. Against these guys, ramping becomes even more important so you can field beefier minions of your own, and do so sooner than they can get their own behemoths out onto the board.
Here are all of the new cards that make an appearance in the Frozen Throne edition of Ramp Druid.
- Druid of the Swarm - A super-flexible card that is going to be a staple of the Druid deck scene going forwards.
- Malfurion the Pestilent - The hero's signature Death Knight card from the new expansion. As well as the Battlecry effect, you also get a new hero power which lets you choose either +3 Attack or +3 Armor on any given turn.
- Ultimate Infestation - Many are questioning whether two of these cards is a little ambitious, so be careful with your crafting dust. The value speaks for itself here though - just look at them goodies!
- The Lich King - Shaping up to be one of the must-have cards in the Frozen Throne, this character adds a random Death Knight card to your hand at the end of your turn, every turn. See the combo section towards the bottom of the page for all the options here.
Ramp Druid Mulligan guide
Innervate and Wild Growth are your two most crucial cards to keep if they show up in your starting hand. Without them, this deck is basically nothing, and the latter should always be popped on Turn 2. The earlier you can get that extra Mana Crystal in your backpocket, the more you'll be able to benefit from it across the entirety of the match.
We've removed the hero by hero snapshot for now, as it's simply too early to know what you need to keep against specific opponents. When the launch period has settled down a little, we'll be updating all of our guides with more detailed advice for handling the Mulligan stage.
1. Innervate: Given the value nature of Hearthstone, we struggle to think of a more powerful starting card than this. For absolutely zero Mana it allows you to play a minion that costs two Mana more than your current Mana reserves would otherwise allow. Get this played with Mire Keeper in your starting hand and you have an incredible early-game advantage. Even if you have a disastrous start you can use it with Nourish to refuel yourself with options. If you get overrun by aggro, you can also use it with The Coin to get Primordial Drake out on Turn 5. The options are endless.
2. Wild Growth: Although this is a slower card than Innervate, you are going to gain so much value from it across an entire match that it is almost certainly the correct Turn 2 play to make, whatever your other options may be. It doesn't matter who you're facing off against, sooner or later - most likely sooner - this card is going to cause a major swing in the balance of play.
More great Druid guides:
Ramp Druid tips, combos and synergies
Here's how the combos all stack up in this particular version of Ramp Druid. Careful study of these will definitely improve your play if you're new to piloting this sort of deck.
- Cast Innervate and you'll be able to play a spell or minion that would otherwise cost two more Mana than you have on your current turn.
- The earlier you can play Wild Growth the better, as you'll benefit from the additional Mana across many turns. See the tips section below about playing this card in the late-game.
- If Fandral Staghelm is out in play then both options of your “Choose One” cards will be triggered. The cards affected in this version of the deck are Druid of the Swarm, Wrath, Feral Rage, Mire Keeper, Nourish, and Malfurion the Pestilent.
- If you have the weapon granted by Medivh, the Guardian in your hand, each spell you cast will summon a minion of the same cost onto the board.
- At the end of your turn, The Lich King will add one of eight possible Death Knight cards to your hand, selected at random:
|2||Death Coil||Deal 5 damage to an enemy, or restore 5 Health to a friendly character.|
|2||Death Grip||Steal a minion from your opponent's deck and add it to your hand.|
|2||Obliterate||Destroy a minion. Your hero takes damage equal to its Health.|
|3||Death and Decay||Deal 3 damage to all enemies.|
|4||Anti-Magic Shell||Give your minions +2 / +2 and “Can't be targeted by spells or Hero Powers.”|
|5||Doom Pact||Destroy all minions. Remove the top card from your deck for each minion destroyed.|
|6||Army of the Dead||Remove the top 5 cards of your deck. Summony any minions removed.|
|7||Frostmourne||Deathrattle: Summon every minion killed by this [5 / 3] weapon.|
Ramp Druid tips and tricks
Finally, here are a few extra tips that are worth knowing. If you've got any suggestions of your own then we'd love to hear about them in the comments. We'll add them to this guide - with credit - the next time we update it.
- If you don't manage to draw into Wild Growth early on in the match, or it's just too late to use for its intended purpose, you can play it on Turn 10 to get a free card instead. You can't gain more than ten Mana crystals in any one turn, and so the game will swap it for a new spell called Excess Mana. Play that for zero Mana and a card will be taken from your deck and popped into your hand.
- Innervate is - generally speaking - most valuable before the late-game has come around. Try to use it relatively early on in the match, as being able to draw into one of your mid-game minions before your opponent can play one of their own often creates an enormous power swing in your favour.