Super Power Ramp Go!

by Squeekems on 05 July 2013

Main Deck (60 cards)

Sideboard (15 cards)

Artifacts (2)

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Deck Description

This deck is suppose to ramp the strength of your creatures. Obviously it is through +1/+1 counters. I think I am going to try and make this deck style, but budget, soon.

As always, I love hearing suggestions.

How to Play

Cast some low-drop creatures such as Young Wolf, Cloudfin Raptor, or Slitherhead.
Drop some more low-drop creatures such as Zameck Guildmage, or Gyre Sage.

At this point, you can block using Young Wolf. You can use Zameck Guildmage's ability to remove the +1/+1 counter from Young Wolf to draw and make Young Wolf able to undie again. :P

Cast some higher-drop creatures like Vorel of the Hull Clade, or Primordial Hydra to really start threatening your opponents.

Come turn four, you are hoping you have black mana available. You use it to drop Corpsejack Menace to really start the power ramp. With him on the field, think of the power Bioshift suddenly has. Primordial Hydra adds twice as many +1/+1 counters as it did before.

You can combo Vorel of the Hull Clade with Burst of Strength. Tap him twice in one go. Do not forget, with Corpsejack Menace down, his ability to essentially double +1/+1 counters also gets doubled.

Did you know this? If you control two Corpsejack Menaces, the number of +1/+1 counters placed is four times the original number. Three Corpsejack Menaces multiplies the original number by eight, and so on. With that ruling, we can only imagine the power ramping that can happen when you drop Progenitor Mimic as a copy of Corpsejack Menace.

Deck Tags

  • Standard
  • Squeekems
  • Aggro

Deck at a Glance

Social Stats

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This deck has been viewed 1,032 times.

Mana Curve

Mana Symbol Occurrence

0146040

Card Legality

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

Deck discussion for Super Power Ramp Go!

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