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Ill make a ramp deck and i want some advice.
RAMP
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Ranger's Path and Burnished Hart are both good ramping cards.
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Thx!
Creatures with landfall are always good in a deck this concentrated on ramping. Grazing Gladehart can generate tons of life to keep you alive till your ramp is complete. Groundswell is a great spell to catch your opponent off guard. Avenger of Zendikar can win you the game.Lotus Cobra can generate far more mana than Nest Invader.Khalni Heart Expedition is also a great ramp card.And then their is Collective Voyage, one of my favorite ramp cards
i'm trying to get avengers really hard, for the cobra i feel it's toooo expensive and people will kill it when they see it, but i will add Expedition.
Oracle of Nectars is also good to swap any excess mana each turn for life.Rhys the Redeemed is great for using that manaOmnath, Locus of Mana will help you conserve mana and can win you the game.
Primeval Titan and blanchwood armor.
I dont have titans and im trying to use Eldrazi Conscription instead of the armor
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This, and Khalni Heart Expedition.
I added Khalni Heart Expedition and I'm using Rites of Flourishinginstead of mul daya and explore.
Azusa, Lost but Seeking lets you play two additional lands on each of your turns.
Take out rites of flourishing it helps others too much, konda reach it the same as culivate or lay the land or wild groth may help
Lay of the land does nothing!
No Llanowar Elves or Elvish Mystics?
or gryre sage?
I like the little guys that become big with lots of land out! also like the two creatures that you get to choose how big they are. very straight forward and beefy. I like it.
Scourge of Skola Vale will make you more or less imune to spot removal, Savage Summoning should deffinently be run 4 of in your sideboard to counter their counterspells and you need some card-draw. Either Hunter's Prowess, Snake Umbra or Warriors' Lesson. Search for tomorrow might be better than Kodama's Reach as it combos with Khalni heart expedition and you have enough other ramp. Ranger's Path instead of Cultivate so you can get rid of your lands a little quicker and FOR THE LOVE OF ALL THINGS HOLY, GET RID OF RITES OF FLOURUSHING.
THX i totally forgot about Savage Summoning thx!!! For the rites of flourishing what do i put instead of them??? WHAT????
Well you could use Courser of Kruphix or Into the Wilds? Also, you could use Peregrination over cultivate or kodama's, just because it does the same thing for one more mana, but you get to scry. Or just go ranger's path. As for sb, Witchstalker and Mistcutter Hydra aren't awful choices.
While I'll agree with Courser (it's not awsome but it can help) I'd rather reccommend this: Nothing. You run something from your sideboard. The reason? Your deck allready runs 14 things that fetch mana, including your creatures and 24 lands. 14+24 = 34. You have roughly a 55% chance to draw a land or something that fetches it. Run something that helps you win. A few more big creatures, or as I allready recommended; green card-draw. You want something more greedy, run Beacon of Creation. It will buy you a lot of time, or just beat for a million dammage and give you a bunch of targets for instancs that trigger card draw on combat dammage to players (casting of course after blockers and before combat dammage). Whatever you do though, do not run Peregrination. @BigGeorge76 recommends rancor and loxodon warhammer. I agree. Blanchwood Armor, Howl of the Night Pack, Primal Bellow and especially Timbermaw Larva do huge dammage too. (blanchwood\ timbermaw\primal bellow + rancor or loxodon anyone? easily 10 dammage.)Edit: You may also considder 1 Akroma's Memorial. HUGE board impact the second it hits.
The majority of your spells only have 1 green mana symbol, it would be easy to make this a dual color deck, a splash of blue could help generate lots of draws
Im thinking Rancor or Loxdon War hammer over the rights of flourishing. You could fit in 2-3 war hammers and 3-4 rancors if you drop your forests to 22 and swap out rites of flourishing. Honestly, you'll win by the time you ever able to search out all 24 land, and the two spots are much better used for some trample/lifegain cards. Also, Pellaka worm seems very expensive for what it does, I'd consider swapping some out for a Verdant Force or even a dauntless dourbark.