A Ramp Deck to End All

by vanguard487 on 28 March 2014

Main Deck (62 cards)

Sideboard (15 cards)

Creatures (3)


Instants (8)

Artifacts (4)

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Deck Description

After years of trial and error with ramp decks, I think I have finally come up with something that will rule all, so to speak. This is really expensive, however, look at the Karn Liberated and Emrakul combo. Restarting the game with Emrakul? What!? Yes, this is what this deck does given enough time, and if not, will be able to kill with Wormcoil Engine, one of my favorite cards.

How to Play

So, the idea originally came from an old hydra deck, where I used the urzas to put counters on things like Primordial Hydra. Then things changed. I started to play competitively, and the Hydra deck wasn't holding up against control decks. So I needed something that didn't use a creature based ramp engine, so I made a dragon deck, that was a consistent turn 4, but once again, even though I was enchanting lands then untapping them, the ramp engine was so fragile that a lightning bolt would destroy it. So, I decided I needed to move away from creatures, to help keep the control of my deck down. So I was looking at all the land cards, this is when I can across the Urza lands. However, they were non basic lands so I spent a month trying to figure out how to get them all in play by turn 4. I eventually figured this out, with sylvan scrying and Exploration map. Then, I needed some creatures, and I went with one elderazi, and some other colorless creatures like Colossus of Akros and sundering titan. I was getting consistent turn 4 and 5's with this and all is dust added into the mix, but some elements still could be controlled. I wanted to move away from that completely. The idea is to get uncounterable creatures. This is where emrakul and Karn came in. Both of these can't be destroyed by petty spells like murder, and can win the game for you. With karn, you can exile emrakul from your hand and start the game over if you are in a pickle, or just play emrakul provided you have the mana for it. Chromatic star is what is helping provide the 1 colored mana for what you need for some colored spells, as well as help draw into something like an Urza or Emrakul. The side-Board is for control. It will slow the deck down by about 1 turn, but substantially increases the survivability of the deck. Pithing Needle can be used against cards like valakut the Molten Pinnacle, and even things like cancel can be counted with it. Autumn's Veil is for dealing with those pesky control decks using cancel, remand, and other pesky counter spells, and well, natures claim should be self explanatory.

Deck Tags

  • Emrakul
  • Game Restart
  • AMAZING
  • Modern

Deck at a Glance

Social Stats

12
Likes

This deck has been viewed 1,315 times.

Mana Curve

Mana Symbol Occurrence

000412

Card Legality

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

Deck discussion for A Ramp Deck to End All

What about Anger of the Gods instead of Pyroclasm?

And Sol Ring?

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Posted 29 March 2014 at 03:50

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Sol ring is banned from modern, unless it is now off the ban list, and in that case I will buy as many as I can before the rise 50$ in price, and anger of the gods cost 2 red as well as 1 other to play. Look at the mana base in this deck. Often times it is hard enough to get the color mana that you need, and chromatic star is there to help fix that, and draw at the same time. So only having one colored mana symbol in the cost is crucial. I did play around with both slagstorm and Anger of the Gods, and they didn't work

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Posted 29 March 2014 at 04:09

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Not gonna lie this deck looks pretty good, this is just a suggestion, but you run 25 lands so a fairly decent amount, you probably have at least 3 maybe 4 in your opening hand, summer bloom would be an interesting concept to this, cause then on turn two provided you had a land heavy turn you could have 5 lands out, and with the urza lands turn 2 you can have all the urzas out going into a turn three pretty much any drop, maybe not emrakul turn 3 but karn, wurmcoil, and ulamog are in the realms of that. hell even a turn 2 drop of them if you had all three urza lands in your hand. But that's iffy, because you'd want a land heavy hand for that to work, with 25 land its definitely in the realm of possibilities, maybe to look into.

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Posted 29 March 2014 at 04:29

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summer bloom would be interesting, and I have often wondered if maybe I should put 1 more ulamog or Eye of ugin in there. I think that I don't get enough land in my hand for summer bloom to be effective, and it would be very choosy on when I could play it. This is a deck that I have been playing for about 2 years, and it started off as a hydra deck, ( http://www.mtgvault.com/vanguard487/decks/hydra/ ) then went to an elderazi, then I encorperated the Urza's, ( http://www.mtgvault.com/vanguard487/decks/colorless-meyhem/ ) then I found Karn, and reformed it to what it is now. Haven't played this in a tournament because of the cost, but I have the emrakuls, the wurmcoils, and all the cheap stuff.

Anyway, through all my ramp expirence, i have never thought of putting summer bloom in just because especialy in this deck, I never have fetch land cards, like cultivate. I think I will take the land down to 24 though

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Posted 29 March 2014 at 04:37

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Yea that's why I said it's iffy, if you had a better draw engine or ran like 26 or more land then summer bloom would be perfect but at 25 its right at the it might be good or a nuisance to draw point.

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Posted 29 March 2014 at 04:43

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Ya, both things could happen, can't wait to play this in a tournament and see what happens, any suggestions for the side board?

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Posted 29 March 2014 at 04:46

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Pithing needle to handle those pesky plainswalkers or any good ability creatures is always a good thing to look into.

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Posted 29 March 2014 at 04:48

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Thanks, this will deal with the decks I hate most, valakut ramp decks

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Posted 29 March 2014 at 04:50

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Right on, glad to help

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Posted 29 March 2014 at 04:51

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did you see this:
http://www.mtgvault.com/vanguard487/decks/modular-construct/
I swear our decks are so similar

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Posted 29 March 2014 at 04:51

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haha that is pretty funny, they just have slight differences. Did you see my red cannon fire deck btw? I have been really enjoying running that deck recently for modern

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Posted 29 March 2014 at 04:56

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I did, and that is really interesting, how well does it work against control?

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Posted 29 March 2014 at 05:00

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actually fairly well, against control the games have gone on a little longer than I wished them to obviously, but everything I have is so cheap, and even when they counter spell something I can reverberate it still to still get the spell off at least once. And field wiping one turn doesnt do much when I have out 3 to 5 more 1/1's next turn. But they are generally more focused on my throwing out goblin grenade or shrapnel blast so my creatures stay fairly safe most the time. The one thing I worry about in this deck is if I eventually face something using leyline of sanctity. I'd have to make a sideboard able to work around that nuisance of a card.

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Posted 29 March 2014 at 05:05

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Ya, artifact and enchantment removal, would defense grid be good as a sideboard card?

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Posted 29 March 2014 at 05:12

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Personal preference on that one really, against control obviously it would be amazing, and if this wasn't modern, I would say check out price of glory, really mean enchantment against control as well

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Posted 29 March 2014 at 05:14

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