Blogs
Ramp Combo Beast Druid Guide and Gameplay
beefstu409
Mon 9th Feb 2015 - 6:28pm

The Druid is a versitile class within Hearthstone that has had several different iterations and is commonly seen in competitive play. Ramp Druid is the most typical of these archtypes which stems from building up your mana pool faster than your opponent and playing minions of high power that dominate the board. In this video we take a look at a somewhat unique type of Druid deck that features Druid of the Fang and other beast synergies that typically wouldn't be seen in a more traditional ramp Druid. The video will go over some key cards in the deck and has several matches played out using it against a variety of opponents. Below I'll explain some of the cars that aren't seen as often in constructed and why they fit.
Oasis Snapjaw
Perhaps one of the more seemingly obscure card in this deck, the Oasis Snapjaw is included to give synergy with Druid of the Fang and to maintain itself on the board as a sticky minion. Powering up the Druid of the Fang to a 7/7 can win you games outright, mak ing you more than one dimensional with the combo. It allows you to find some board control and create threats that slow down your opponent and help you to widdle away at their health and continue drawing. The Oasis Snapjaw is a difficult card to remove on 4 mana and curves beautifully into the Druid of the Fang. The Stranglethorn Tiger could also be used in this spot but it is a slower card and is worse against aggro which can be a tough matchup for this deck.
Power of the Wild
Bringing some versitility to the deck, the Power of the Wild can either buff a powerful board state or enter as a two mana 3/2 beast to get value from your Druid of the Fang as early as turn 7. Much like the Oasis Snapjaw, it can help to stunt the growth of Undertakers and put you in a strong position early against aggro. It also allows the deck to be molded in several ways. This could be the addition of a Violet Teacher to help generate tokens alongside the Haunted Creeper and then to buff them to 2/2 minions when the board is flooded. Additionally it can be used with Force of Nature to be a finisher in the event that you don't have Savage Roar in hand or sufficient mana.
The Black Knight
This legendary spot in the deck can be removed so long as some control oriented card is put in it's place. The Black Knight fits here to remove taunts before the combo is ready to go or two help establish dominance on the board. Sylvanas, Ragnaros, Dr. Boom, Loatheb and a second Big Game Hunter are all acceptable replacements to this card should you not have it in your collection.
Concluding Thoughts
This deck is extremely fun to play and laying your first 7/7 Druid of the Fang on turn 5 feels great and brings a serious problem for your opponent. It's a deck that's strong enough to raise to the Legendary ranks and isn't too expensive to build. It's also very customizable to your playstyle to allow you to insert in different synergistic cards to help you play your way.
