My take on Hooru Ramp. There are tons of lists out there so look around and find what works for you best but this has been the best list I've played to date. The balance between pledge/ramp support and midrange threats + late game value seems very good to me. Merchant
- If you're intending to play ramp then I don't see a case for Jennev Merchant
being better than Winchest Merchant
. You lose Savagery
and maybe a few other cards but gain access to Martyr's Chains
or Harsh Rule
- Once again, if you're playing ramp then I don't see too many flex spots for units as the ones with pledge are pretty much essential. I suppose you could flex Imperial Loyalist
for Shadowlands Borderscout
. That said, Icaria, Valkyrie Captain
has been one of the best performing cards in the deck for me - I've won a lot of games from opponents ignoring her for too long and her turning into beater very quick. Valkyrie Enforcer
is another card that has performed super well for me. Silence is very good right now and playing it on curve adds to pressure which is ideal for this deck. Silencing opposing flyers so yours can get through and being able to turn off Vargo Redclaw
or Vara, Vengeance-Seeker
in a race is great. Eilyn, Clan Mother
has also been great for me and probably better than Telut, Queen's Hand
even though I've been very tempted to see how Telut performs here.
- I think you need to run 3-4 Vanquisher's Blade
in the main here. It renowns/buffs a unit while serving as great removal and providing the extra anti-graveyard benefit. I haven't needed any Defiance
so far but that's another card that could be good if you want to try it out. If you do try it I would suggest you use it in addition to the Blades, not in place of them.
- I'm not sure if Copperhall Bracers
should be something else. It's very likely. I could see adding in some removal or a couple of Honor of Claws
in that spot.
Questions and critique is always welcome
*Deck has been edited since write-up*