prototype ramp

by Kazzong on 13 March 2017

Main Deck (60 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Ramp combo using prototype portal, filigree sages, and an artifact land.
Training grounds makes it infinite, but not essential to actually ramping solidly once or twice per turn.
Torment of hailfire and grinding station are the kill cards.

How to Play

Play a land and expedition map.
Sacrifice expedition map for an artifact land.
Play training grounds.
Play until you have four lands out and the artifact land in hand, preferably Seat of the Synod.
Play prototype portal, exiling Seat from your hand.
Use prototype portal to create a land, and using filigee sages to untap prototype portal. Repeat as desired.

If you have at least two black mana available to you you can kill with torment, and either way you can kill with grinding station. Just use it once per combo loop. Sacrifice the land you created, after tapping it for mana, to mill for three cards each loop.

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 958 times.

Mana Curve

Mana Symbol Occurrence

026800

Card Legality

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

Deck discussion for prototype ramp

Could be more efficient with some kind of early mana ramp like Mox's and Whir of Invention with several low cost artifacts to help Improvise ability. This way you also only need one or two Prototype Portal and have space for other cards.Problem with your Hailfire combo is that it lasts a turn so you should focus on instant effects or a Tezzeret plainswalker to finish the game

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Posted 24 July 2018 at 06:39

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while I suppose I could use moxen for ramp, I doubt that I could ever afford to put them in here. I do have fabricate in here to tutor both my lands and prototype portals. also, I have another win condition aside from Torment of Hailfire in grinding station, which is much faster, as it can be used as an additional part of the combo.

As for Torment being a sorcery... not sure how that is relevent here, my lands, as infinite as they may be, are tapped regardless of if I can cast a win condition at instant speed. so other than Grinding Station, which simply uses the tapped lands anyways, I can't cast win conditions on the turn I combo off anyways. I suppose I could use the ultimate from Tezzeret, Agent of Bolas or the -3 on Tezzeret, Master of Metal... but I don't particularly like planeswalkers. Personal preference, I suppose

that being said, since I can use this combo at instant speed, I can just do it at the end of my opponent's turn, thus having my lands untapped on my turn anyways, making it somewhat of a moot point anyways.



after all that, thank you for commenting, you have some excellent insight on how I might improve the deck. I appreciate it when people look at my decks. :)

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Posted 24 July 2018 at 07:55

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Just a version I fiddle arround inspired by your deck and my newest stax trys
https://www.mtgvault.com/risendeep/decks/protostorm/

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Posted 24 July 2018 at 10:31

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