The goal of a Ramp Druid deck is to trade cards for tempo and get ahead of the curve - literally - using Innervate and Wild Growth. Druid typically uses high value, sticky minions to trade efficiently while powering up to a late game that uses the Force of Nature + Savage Roar win condition, or simply outlasts their opponent using beefy minions and legendaries. You can also use more cost-efficient mid-game minions to play towards a much earlier (albeit still usually Savage Roar-driven) finisher.
 

Deck Composition

There are a huge number of Ramp Druid styles, but they all use a core set of powerful Druid class cards (and a hugely popular neutral legendary!):

2x Innervate
2x Wild Growth
2x Wrath
2x Keeper of the Grove
2x Swipe
2x Druid of the Claw
1x The Black Knight
2x Ancient of Lore

The above 15 cards are the only truly 'default' inclusions in a standard Ramp Druid deck. There are a wide variety of variants, either designed around legendaries, heavy taunt minions, aggressive finishers, or high value mid-range minions. Common choices are:

Mark of the Wild
Big Game Hunter
Healing Touch
Harvest Golem
Savage Roar
Shade of Naxxramas
Chillwind Yeti
Sen'jin Shieldmasta
Azure Drake
Faceless Manipulator
Loatheb
Sludge Belcher
Cairne Bloodhoof
Force of Nature
Sunwalker
Sylvanas Windrunner
Ancient of War
Ragnaros the Firelord
Cenarius

New! Some of the new Druid cards in Goblins vs. Gnomes may also fit the goal of this style, such as:

Grove Tender
Malorne
Tree of Life

 

Playstyle, Tips, and Notes

No big plays, no major surprises. Ramp Druid will remind you of playing Arena, almost - value, efficiency, and good trades are the objectives at almost every juncture. The suite of spells available is limited, and focuses on taking out aggressive players' low-health minions; the remainder of the deck is almost exclusively sticky minions (and, for many, the FoN/Roar finisher combo). Keep a weather eye on your opponent's potential board clears and what you have left in the bank for removal of your own.

 

Mulligans

In every match up, you want to have Innervate and/or Wild Growth, but you'll keep other options based on your initial draw and opponent's class. If you start with The Coin, it's valid to fish for an Innervate and a 4-drop. For aggressive opponents, hold Wrath and/or a Swipe.

 

Combos and Counters

Ramp Druid is an easy deck to learn, because you're rarely fishing for complex combos. You mostly want to make the most efficient play you can per turn, and will only be able to play one card most turns. You'll struggle against classes that can push you into extended games where they have their own sticky minions, as your removal is primarily suited to early game trades.

The Coin + Innervate + Chillwind Yeti
Mark of the Wild + The Black Knight
Force of Nature + Savage Roar