The Druid class in Hearthstone has been popular in the constructed meta since beta and is still being refined to this day. The StrifeCro Ancient Watcher decks were huge for a while, followed by the Token Druid which was more aggressive and recently the Ramp Druid deck was all the rage after Gaara won Dreamhack with it. Now we are seeing a new sleeker version of the Druid with elements of all three decks. It is quite consistent against the current meta and has a lot of tools to control the board as well as finishers to get that last bit of damage in for the victory.

I present to you the Ramp/Burst Druid deck.

I’m not sure who created this exact version but I’ve seen Kolento play it a bunch on his stream and even get to Legend rank 1 with this exact deck. In this article we will discuss why the cards that make up this deck work well together, the deck's play style and how to mulligan your opening hand.

Back to TopThe Deck

  • Innervate x2 - this card is insanely good in the early game and you will want to mulligan for this early. Innervate allows Druid to make plays like turn 2 Chillwind Yeti and turn 3 Druid of the Claw. This allows for big tempo advantage in the early game that can lead to easy wins.
  • Wild Growth x2 - the most important card to get in your opening hand. In a mirror match up the first Druid to play this card will usually win. Mulligan hard for this card in every match up.
  • Wrath x2 - this one is pretty obvious. Wrath is just an all around good card that helps clean up the enemy board efficiently.
  • Savage Roar x2 - run two copies of this because of the potential to use as removal or as a finisher. Also, with Innervate, Force of Nature and 2 Savage Roars you can do 22 damage from an empty board on turn 10 which happens more often than you might think.
  • Swipe x2 - another no-brainer. Swipe is a card your opponent always has to play around and if they don’t will just lose. Look for value but don’t be afraid to kill just one card if it’s an important one like Gadgetzan Auctioneer.
  • Keeper of the Grove x2 - this card is a 2 for 1 machine and also has utility as a silence for getting through taunt and removing big buffs. However you use this card it gets value.
  • Druid of the Claw x2 - in this deck you will often play this in charge mode. Be aware of Black Knight when playing in taunt form but of course, sometimes that’s what you need. With Savage Roar this card gives you 8 burst for 8 mana which is a fine deal.
  • Force of Nature x2 - most Druid decks have had one copy of the Force + Savage Roar combo until recently. This deck runs two so you can feel free to use Force of Nature as removal if needed. It’s one more tool to keep board control which is very important to this deck.
  • Ancient of Lore x2 - the main draw engine for the deck. If you can Innervate this out early it’s a massive swing in your favor. I prefer to avoid double Innervate into Ancient on turn 3 however, because if it gets dealt with you don’t have another big tempo swing available.
  • Cenarius - the only Legendary in the deck is one that can't be replaced. Cenarius is too good in the deck and gives you so many stats for 9 mana. He also has the option to buff existing creatures and since this deck is all about board control that is the option that you will use often to push for damage.
  • Sunfury Protector x2 - this card helps to deal with aggro decks and protect your creatures and life total to allow you to get to your finishers. Since it is only 2 mana you can Innervate her out at any time.
  • Big Game Hunter - kills Ragnaros. Do we need another reason to run one? Oh yeah, Handlocks. Handlock is a bad matchup for this deck without this card so since we have one slot remaining it just makes sense.
  • Harvest Golem x2 - sticky creatures that allow you too keep board control in many cases. Avoid the temptation to Innervate one out on turn 1 unless you won’t have a turn 2 play as it’s not as powerful as the turn 2 yeti, etc.
  • Chillwind Yeti x2 - speaking of Yeti, the 2 for 1 is strong with this guy. Yeti is just a strong card and fits the curve of this deck amazingly. Wild Growth on turn 2, Yeti on turn 3, win…
  • Azure Drake x2 - play a 4/4, draw a card, make your swipe insane. I don’t see any reason this card should not be in this deck.
  • Argent Commander x2 - yet another 2 for 1 in the deck. This guy helps deal with Zoo and also can be used as a finisher in a pinch. Don’t be afraid to use him to keep the pressure on even if you have no creature to kill on turn 6.

Back to TopBasic play

Board control is the name of the game with this deck. If you can clear the board you should almost always do so. Use the Wild Growth and Innervate to get strong creatures out early and then continue to apply pressure until you can finish with Savage Roar and Force of Nature. Often times you will have a lot of damage in your hand with this deck so it’s important to keep track of how much you have and how much mana it takes to play it all.

Compared to the standard Token Druid of the past this deck is less vulnerable to running out of gas. While there may be a little less Draw Cards then other decks the curve is higher so you are often playing only 1-2 cards a turn and aiming to get value from each card. Another reason this deck is so consistent is the ability to simply use more mana than the other player throughout the game. If you can ramp up early you can be up to 8-12 mana ahead by the end of the game and that will often lead to victory. It’s usually a good idea to choose the mana efficient play if possible. For example, if you have a 6 mana card and a 7 mana card on turn 8, play the 6 mana card and hero power. This allows you to play the 7 mana card with hero power the next turn meaning you didn’t let any mana go to waste.

Mulligan hard for Wild Growth against all match ups. You want to look for tempo and curve plays so imagine your first 4 turns when looking at your hand. If you are going first and have Wild Growth, then you want to mulligan Harvest Golem and get cards like Chillwind Yeti and Druid of the Claw. You will have 4 mana on turn 3 so Golem is no longer mana efficient. Paying attention to your plays over the next few turns is very important in general in Hearthstone but because this deck actually plays with the mana allowance each turn it is vital to win with this deck.

If you are looking for a deck to play in ranked mode at all levels of play I believe this is a good option. It can win quickly and has good match ups against most common decks with the exception of Handlock. Choosing a deck to play ranked mode is all about countering the highest percentage of decks possible to allow for a better win percentage. This deck has that capability and can also perform well in a tournament setting. Good luck on the ladder!