Ramp Draw Win

by hirojlance on 04 July 2013

Main Deck (63 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Need help getting this to 60 cards. Trying to stay within a decent budget yet maximize ramp/draw cards. Making the creature base as solid as possible too - as in walls/ramp/bombs ratio.

Deck Tags

  • Ramp
  • Draw
  • Bomb
  • Bombs
  • g/u
  • G/U Ramp
  • Eldrazi
  • Budget

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 540 times.

Mana Curve

Mana Symbol Occurrence

000056

Card Legality

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

Deck discussion for Ramp Draw Win

Here's some thoughts:
1- you don't really need the walls. If you're fixated on using them, why not use them for ramp too? I'm talking Overgrown Battlement, and Vine trellis, while upping the current number that you have. That will give you a very sturdy creature base to start with, and really give you a lot of 2-drops. (if that is important to you)
2- Consider adding more 1-drops. Arbor Elf, Fyndhorn Elves. That will bring your curve down further.
3- Landfall. You're actually pretty close to running a landfall-centric deck. If you throw in some fetchlands (the cheap ones) you can double your landfall, and actually get some mana fixing. You don't need expensive dual lands. If you pursue this route of landfall, you can change your bombs around to use the silly amounts of mana you're generating.
4- Bombs. You're pretty lean on them. I don't really think of the Artisan as a 'bomb' because he doesn't shape the battlefield as he enters (think in terms of Iona). He's just a fatty. Jin is more of a typical 'bomb.' If I were to suggest something, It would be adding more Baloths and landfall, and even another budget bomb like Wolfbriar Elemental which would A- flood the field, and B- use up a ton of mana.

Ultimately:
5- things you should drop: Not sure. You're going a bunch of different directions with this deck. Right now you're leaning pretty heavily towards a landfall-based green deck with a little bit of blue to maintain card advantage, but the problem is that you're not doing any of it too well. Things like Genesis wave don't help much unless the majority of what you're putting in to play will help your board advantage, Even if you hit it for 9, you're getting a lot of little things that a pyroclasm can negate. You need more stompier creatures lower in the curve, think Thragtusk, Vigor, or Silvos more than Emrakul. If you've got ramp, you need to use it or its a waste of deck space.

Think of it like lifegain. Gaining life doesn't win you the game, it prevents you from losing. Ramp doesn't win you the game on its own, but it is a tool that you can use to win.

If you want to win purely by ramp, Omnath + Helix Pinnacle.

1
Posted 06 July 2013 at 20:39

Permalink