We’re doing a community contest this week! All of the hosts are creating their favorite Wild ramp decks, and we’re asking the community to post their favorites as well. We’re going to look through all of them, pick our favorites, and spend an entire podcast episode talking about this deck strategy, and what we think works!
Wild ramp, as a strategy, is a staple of card games. It’s a philosophy that sacrifices early game by playing spells/troops that boost your mana/resource potential in later turns. The goal is to play big, beefy troops before your opponent can and simply rule the board in the mid-to-late game.
This is my favorite Wild ramp deck at the moment. Let me know what you think!
DISCLAIMER: Because Hex is only in alpha, many of these cards will change before release. I’ll try to keep this deck list updated, but use common sense when referencing this in the future.
UDPATE 3/16/2014: I added Eye of Creation, a new card that’s perfect for this deck. I removed Wild Root Dancer for its spot. I also reduced the number of Fist of Briggadons by one, due to their high Threshold cost clashing with Puck’s mana generation strategy, and gave its spot to another Wrathwood Colossus.
The Mine’s Bigger Deck
Like most ramp decks, this one wants to load itself with mana early on and drop big troops as soon as possible. The unique aspect of this deck is that it’s a little more aggressive than most ramp decks. It aims to win in the mid-game, rather than late-game, by using a lot of stat boosts that make their already-big creatures into game-winning monsters by turn 4 or 5.
Because of that, it’s a little more risky than other Wild ramp decks that put the pressure on at a slower, safer pace. But it makes it really fun to play, because you will always have the biggest creature on the board, and always have the chance to pull off a surprise win.
The Card List
24x Wild Shard
An indisputable staple of this deck. It’s like getting an extra resource drop, with the flexibility of being able to trade with an aggro deck’s troop if you get into trouble and need health more than resources early on.
We talked about this card a lot on this week’s podcast episode. He’s a really interesting troop that allows you to build decks that would otherwise be impossible to play, because of their horrible, top-heavy mana curve. This one card turns a starting hand that contains 4+ giant troops from terrible into brilliant, which lets us stuff our deck all of the massive monsters this deck thrives off of.
This removal is usually pretty hit or miss, since it relies on having big, beefy troops on the board to use. But, in this deck, you can rely on that always being the case. And if it’s not the case, you’ve probably already lost the game. Great value for this low cost here.
The third card in our trifecta of resource ramping. When you play Howling Brave turn 1, you can play this turn 2, and start turn 3 with 6 mana. I only have three, though, because I really don’t want to draw this late game when I already have a ton of mana and need troops to put it to work.
Like Puck, this card helps justify our horribly imbalanced deck. It takes our top-heavy mana curve and makes it work via two cool tricks: it removes the mana cost on any card it reveals, and it adds more mana to the field for future turns. This card is a staple.
This gal will win you games by herself. She’s a perfect fit for this deck, because she’s more powerful the sooner you get her out, and we can get her onto the board on turn 3. God help your opponent if you play a Battle Beetle next turn. That’s a 16-damage Jadiim punching to the face on turn 4! I only have three because she’s unique and recasting her loses all of her stat bonuses.
Mmm, tasty major gem sockets. This is a solid troop on its own, allowing you to punch face over the heads of your opponents with the spare resources you’ll likely have. There are a few good options for the gem, but because we’re aiming for more of a mid-game, aggressive win with this deck, I go with Prime Wild Orb of Empowerment, which lets you give this troop’s ATK/DEF (5/5) to another troop for one turn when it comes into play. It’s another great trick you opponent is definitely not accounting for, and lets you get in some hefty damage, even with wimpy troops. If you have the mana to combine it with a Survival of the Fittest, even your wimpiest dude can kill their bomb.
This is one of the most reliable troops in this deck. I started with only two, and quickly upped it to four. Against aggro decks, it’ll gobble up their utility troop (like Emberspire Witch) and stall out their attacks. Against control or evasion, it’ll crush down their flyers and then swing on the ground. It’s almost always a two-for-one, and always a good draw, on any turn.
The stats are great and Invicnible is great. That alone makes it a big threat on the board. But its secret weapon is its Crush, which makes it a perfect target for all of stat-boosting abilities, making sure that the damage will always make it onto the enemy champion. That boosts the value of our Wild Wood Dancer, Battle Beetle, and hero power. The high threshold cost makes me a bit nervous because it’s a dead card in your hand if your only mana ramp is Puck, generating mana without threshold.
4x Wrathwood Colossus
Before Eye of Creation was added, It was pretty rare that games last long enough for me to even play this guy. But it’s an amazing target for Eye of Creation, and an awesome momentum-shifter if the enemy does succeed in stalling me. The heal is a big deal since it constantly goes to your hand if they kill it, and the Crush is great for breaking a stalemate late-game.
I never really enjoyed playing ramp decks in other card games, but I really like this more aggressive-style ramp deck that Hex allows. It’s risky, it’s unexpected, and boy is it fun when you swing for half their health before they realize what’s happening! I hope you have fun playing the biggest troops in Hex too.