Ramp Druid has too much ramp

Ramp druid is supposed to be more of a relative roll of the dice. There are too many cards that ramp or tutor to where there’s no downside to ramping:

Jerry Rig Carpenter x 2 (including this due to ability to guarantee Nurture tutor)
Wild Growth x 2
Widowbloom Seedsman x 2
Nurture x 2
Guff x 1

So immediately in a 40 card deck you have about a 73% chance of one of these cards ending up in your 4 card starting hand (7/40 + 7/39 + 7/38 + 7/37) and 54% in a 3 card starting hand (it’s been 10 years since I took statistics but I’m pretty sure that’s correct), not factoring in the mulligan re-roll.

On top of that, we have the following semi-tutors, I’ll call them:

Moonlit Guidance x 2
Planted Evidence x 2

Statistically, you’re guaranteed to get one of these cards in a 4 card starting hand (114%) and nearly guaranteed in a 3 card starting hand (85%), plus re-rolls.

This expansions additions to ramp druid were absolutely not needed, and the fact that planted evidence gives the discover plus 2 mana discount is absurd. The LAST thing druid needed was MORE mana cheat.

I know this deck isn’t dominating still, though the meta is still shaking out (again) with the mini set release, but ramp druid is just toxic garbage.

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I can’t wait to see guff rotating in wild, so having too much ramp would be pointless and also a downside

An excellent point! Pre-Guff, nurture carried far less value due to just being 5 mana for 3 cards once you hit 10 mana.

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Non druid greed deck detected.