Rampant Growth

Class: Druid - Format: kraken - Type: ramp - Season: season-25 - Style: ladder

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Deck Import

Mulligans

General Mulligans

Ramps starting hand is fairly easy to undestand. Darnassus Aspirant, Innervate, and Wild Growth are your established bread and butter. Brann Bronzebeard should never be thrown back, but don't throw back cards with the intent of getting him. Mire Keeper is the new comer to druid and god damn is this card strong. In ramp, 4 mana is effectively 3 mana for the purposes of tempo, making its cost perfect. The card gives a permanent mana crystal, something it has over darnassus, and boasts a 3/3 body over wild growth. On top of that, the card is flexible. Against certain matchups like zoo, a 2/2 slime can be the extra fire power you need to keep the board healthy. 

Aggro Mulligans

Same 5 cards, plus some board clear to keep yourself alive.

Combo Mulligans

Most combo decks have a center piece that can be difficult to deal with. If you have an overwhelming feeling you'll be against combo, try your hardest to make sure you have a keeper waiting.

Control Mulligans

A lot of control cards wont be killed by your damaging spells alone. That said, you still need a way to deal with them. The silence from keeper is imperative to keep those cards manageable. As for nourish, the game will play out slower, so you don't have to throw it back, but it is not so important that you should be mulling for it either.

Welcome back to the latest edition of Fun Bad Ramp Deck. This time we feature Y'Shaarj, Rage Unbound.

Y'Shaarj, Rage Unbound is ramp druid’s wet dream. It’s a huge minion with a huge ability and a huge cost, 3 things ramp really likes. Even if it somehow manages to get silenced before the end of your turn, it’s still a 10 drop 10/10 you can easily be playing turn 7 or earlier. Now, you may be thinking: “But Aloofmilk, doesn’t Y’Shaarj negate the ETB effects of cards like Keeper of the GroveMire Keeper, and Alexstrasza, and doesn’t it also prevent EoT effects like Emperor Thaurissan? If your turn 7 Y’shaarj pulls an alexstrasza, even without the battlecry you still have an a 18/18 worth of stats. The only card in the deck I would actually be bothered by having Y’shaarj pull is Keeper of the Grove , which I will talk about bellow.

Card Choices:

Keeper of the Grove, and every other ETB and Eot effect for that matter: Keeper of the grove is an insanely powerful card, and one druid simply can’t do without. That said, it, and a good chunk of the deck, are Battle Cry, Enter the Battlefield, and End of Turn effects. These effects are unfortunately lost on Y’shaarj. That said, he is only 1 in 30. He is not the only win con, and you still need all of the effects these cards bring to get you through the game.

Nozdormu: Every month there is some new way to deny your opponent a turn through Nozdormu. We are not trying for that. The nature of Y’shaarj’s effect is such that he must be dealt with immediately. This is where good old noz comes in. As stated, Y’shaarj is going to be your turn. If you can drop Y’shaarj and have him pull Nozdormu, you create a threat that must be dealt with so that Y’shaarj can be dealt with, and you deny your opponent the time to think it through. That said, I realize Nozdormu is widely considered to be a bad card. If you are hesitant to place him in or don’t already own him, swap him out for Chillmaw or some other solid creature.

Soggoth the Slitherer: Don’t worry, these are getting shorter. Soggoth has high stats, taunt, and shroud. This should guarantee Y’shaarj survives the turn if Soggoth is pulled by the effect. Even if you have to hard cast him, the high mana cost isn’t really that bad for ramp.

Brann Bronzebeard: If we are loosing our battlecries to Y’shaarj, why run brann? Brann is here to back up the initial ramp phase while creating a big target to distract your opponent.

Subable cards:

The deck as laid out before you contains 8 legendaries, 2 epics, 10 rares, and 4 commons, bringing the combined dust cost to 14760, which is extremely expensive for a casual deck. If you don’t intend to have all these cards going in, consider removing:

Nozdormu: God this card is fun but god is he unviable. If your love for him is as great as mine you will go above and beyond to include him in anything that might let him work. If you are smart, you wont craft him. Chillmaw serves the same purpose in the deck for 2 mana lower

Soggoth the Slitherer: I honestly can’t tell if this card is going to be good outside of ramp. If you don’t open him or don’t want to craft him, switch him out for living roots. It can’t hurt to have a 1 drop and there isn’t super much in druid worth replacing him for.

Bloodmage Thalnos: You don’t have a lot of damaging spells and there is other card draw for the same price. If you don’t want to include Thalnos, throw in a loot hoarder. If you don’t have Thalnos, I strongly urge you to try and get him.

Scaled Nightmare: As much as I try to right off the pain of getting etb effects with Y’shaarj, I know it will hurt. Scaled Nightmare Doesn’t suffer from being pulled and for 0 mana is a pretty damn good card. That said, if you don’t intend to play a gimmick deck like Y’shaarj or dragons competitively, there are enough good 6 drops out there already.

Y'Shaarj, Rage Unbound: Y’shaarj is a cool card, but at the end of the day he may be just too gimmicky for some people to stomach. So why not replace him with another gimmicky as hell new card: Deathwing, Dragonlord! Ignoring Y’shaarj we have a decently functional dragon ramp deck that only requires minor tweaking.

I will take every suggestion into account, so please leave feedback bellow 

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