KT Ramp Druid

Posts: 68
Pretty typical Ramp I guess - Inspired by xBobz stab at implementing KT:

2 x Wild Growth
2 x Innervate
2 x Wrath
1 x Savage Roar
2 x Harvest Golem
2 x Swipe
2 x KotG
1 x Senjin
1 x SpellBreaker
2 x DotC
1 x Harrison Jones
2 x Spectral Knight
1 x Force of Nature
2 x SunWalker
1 x Sylvannas
1 x Black Knight
2 x AoL
1 x AoW
1 x KT
1 x Cenarius

Seems ok so far on the ladder at ranks 5 and 4. Has performed decently against hunters, especially if you can sneak KT safely out onto the field. Fairly decent against Zoo...

Will hang with it for a bit more and see if it needs any changes.
Edited by CheeseFrog on 8/22/2014 7:49 AM PDT
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Posts: 48
Wow I got a mention? :O That's so nice of you xD Anyways I think your deck looks great, only little things I would disagree on. Currently I run Belcher instead of DotC because they almost always block three attacks whereas DotC only blocks two. I also think that AoW is being countered hard in this meta - they only seem to be reliable against Zoo. I think a Sen'jin could be more beneficial. You should also try to fit Loatheb in there - he's great!
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Posts: 68
Belcher is a solid choice. My reasoning behind DotC is mainly because I'm enjoying the option of taunt or charge. I've been much more aggressive towards Hunters from the get-go, and usually charge face to amp up the pressure.

AoW is definitely falling out so I've only put one in there. Still, as you pointed out it may be better served as something else. Will keep an eye on it.

Loatheb is solid. Perhaps -1 Spectral + 1 Loatheb... So many good 5's to choose from.

Thanks for the feedback.
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