My Ramp

by TheSwarmer on 30 January 2014

Main Deck (60 cards)

Sideboard (12 cards)

Creatures (4)

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Deck Description

Ill make a ramp deck and i want some advice.

How to Play

RAMP

Deck Tags

  • Ramp
  • advice needed
  • Green
  • Big Creatures

Deck at a Glance

Social Stats

14
Likes

This deck has been viewed 2,777 times.

Mana Curve

Mana Symbol Occurrence

000044

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for My Ramp

Ranger's Path and Burnished Hart are both good ramping cards.

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Posted 30 January 2014 at 19:11

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Thx!

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Posted 30 January 2014 at 19:12

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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

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Posted 30 January 2014 at 19:37

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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.

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Posted 31 January 2014 at 09:42

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Oracle of Nectars is also good to swap any excess mana each turn for life.

Rhys the Redeemed is great for using that mana

Omnath, Locus of Mana will help you conserve mana and can win you the game.

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Posted 30 January 2014 at 19:41

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Primeval Titan and blanchwood armor.

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Posted 30 January 2014 at 19:50

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I dont have titans and im trying to use Eldrazi Conscription instead of the armor

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Posted 31 January 2014 at 09:45

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osgvincenzo has deleted this comment.

Posted 30 January 2014 at 21:22

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This, and Khalni Heart Expedition.

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Posted 31 January 2014 at 09:34

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I added Khalni Heart Expedition and I'm using Rites of Flourishing
instead of mul daya and explore.

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Posted 31 January 2014 at 09:46

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Azusa, Lost but Seeking lets you play two additional lands on each of your turns.

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Posted 30 January 2014 at 21:47

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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

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Posted 30 January 2014 at 22:19

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Lay of the land does nothing!

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Posted 31 January 2014 at 09:47

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No Llanowar Elves or Elvish Mystics?

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Posted 31 January 2014 at 00:08

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or gryre sage?

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Posted 31 January 2014 at 05:16

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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.

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Posted 31 January 2014 at 05:34

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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.

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Posted 31 January 2014 at 13:12

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THX i totally forgot about Savage Summoning thx!!! For the rites of flourishing what do i put instead of them??? WHAT????

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Posted 31 January 2014 at 13:42

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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.

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Posted 31 January 2014 at 18:33

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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.

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Posted 31 January 2014 at 23:00

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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

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Posted 31 January 2014 at 19:39

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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.

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Posted 31 January 2014 at 21:17

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