Weekly Legends: Naga Ramp!
It may seem odd how often I gravitate towards Druid, but honestly, for all the hate that it gets (and deserves!) it is a pretty cool class. Ramp is a sweet archetype and I personally enjoy Druid’s connection to nature from a lore/fantasy standpoint. As such, it is always cool to be able to take Malfurion into battle with a list that doesn’t run the Force of Nature/Savage Roar wombo-kill you from thirty life because I happened to draw the right cards in the right order and oh yeah you can’t kill a 2/2 because you were too busy answering all of my constant 5/5 threats-combo. This week’s list follows that rule by going in the exact opposite direction of the classic Midrange list and doing what Druid was always meant to do: kill people with some really, really, really big minions.
Ramp has always been a fringe archetype, a deck that has existed in the shadows of the game. However, it has always had a lot of potential, and can just run over most decks if it gets rolling. In my history with this game I have found that most people try to play ramp with half-measures, meaning they don’t go all-in. This is understandable, as it can be scary to play a deck that doesn’t have finishing burst or that gets rolled over by having a rough mulligan. However, you simply cannot play a deck like Ramp by living in that middle ground. You have to go all-in if you want to win, making everything either ramp or end the game. There are a ton of awesome giant minions in Hearthstone (especially in Druid) and this deck’s only goal is to power them out. Of course, it does run some early removal as well, but you are really looking for your minions to carry the day.