I'm pretty sure that the hydra is not playable. I think 2 Arlin Kord could be though. The creatures tapping for mana is interesting but I'm still not sold on it. I think our goal is 7 mana by turn 4 and I think it's easier to wipe our board of creatures than it is to wipe our lands so I still think land ramp might be more affective.
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Standard:GR Eldrazi Ramp
Modern: Mono Green Devotion
Pre-SOI we do not need to fear Wraith as it won't be able to rid of our persistent World Breaker, except if they go all out to hit with 2 Flaying Tendrils and Languish.
Now with that as a Wraith, if it becomes a stapler we would face issue where the opponent can make a comeback. Other than that it's still possible to be running a token base strategy with the BOP Enchantment, as long as we are able to hold the game up long enough. Jaddi, Sylvan Advocate, Hangarback Walker, Even Nissa, Voice of Zendikar can be run to provide early blockers and assist in ramp. Making us run into a different set up where we don't need to rely on Explosive Vegetation, Nissa's Pilgrimage as the difference between that and creature strategy is having bodies to chump and block. Arlind Kord becomes a good turn 4 drop to add in another body as she comes into play. Once we have assembled enough, play BOP Enchantment, ramp into either World Breaker or all into Ulamog. Potentially that'll mean around turn 5 if we have 7 bodies on the field after casting the said Enchantment that turn.
It's a new direction the ramp deck can go for sure, but how feasible will depend on the new meta shaping up.
Yeah boardwipes are definitely a concern, and I see them rising in play with a few token strategies possibly popping up. If we aren't going the BOP enchantment route, I don't think Arlinn should be played since we generally don't have more than one or two creatures out, and she doesn't exactly stabilize us the way Ugin did. What makes people think the Hydra is bad? Although it's not you specifically, I've seen people complain that it isn't Prime Time, while that is true, if we somehow had Prime time in standard Ramp would probably be the best deck, as Prime time is just an insane card. I like the hydra since it gives us another threat to block angels, and late game it continues to grow when we are sitting on ramp spells and lands in our hand.
Turn 1 Oath of Nissa
Turn 2 Deathcap Cultivator
Turn 3 Call the Scions or Nissa, Voice of Zendikar with 1 mana free to cast either another Oath of Nissa or we could even play From Beyond.
Turn 4 :
If we Call the Scions T3, we'll have 2 Scions, 1 Deathcap Cultivator which makes up 3 bodies. With 4 lands in play and a Deathcap Cultivator we can ramp to 5 mana, that'll either means playing a Hangarback Walker at 4, or 1 more all the scions and a Hangarback walker at 2 or Sylvan Advocate. Bumps up Body Count to 4 Scions, 1 Deathcap Cultivator, 1 Hangarback walker or Sylvan Advocate. That's 7 Body which we can ramp with BOP Enchantment next turn. (Most Optimum)
If we play Nissa, Voice of Zendikar, we can make another plant token, use the remaining 5 mana to do the same, bumping up to 2 Scions, 2 Plants, 1 DC, 1 HBW or SA, at 6 body count to ramp. (Ideal to hold out)
If we play From Beyond, we'll have 1 Scion this turn, using the same method of spending the 5 mana, we'll have 2 Scions, 1 DC, 1 HBW or SA. (Least Effective but can tutor for our threat)
Turn 5 :
Play BOP Enchantment. One other advantage we have of playing this is that once it resolved, if an opponent were to cast a kill spell on this enchantment, we can tap all our creatures for the mana first to float, as it's a mana ability which they can't respond to. Thus just resolving this 2 mana enchantment is enough to stick to our ramp goal.
Ideally, we'll have 5 lands, 7 Bodies which we can tap to generate mana. That means even if we use 2 for casting the enchantment, we have enough to cast an Ulamog in turn 5 with 2 colorless source spare (2 Scions which can be sacrificed), meaning we can hold up a warping wail to counter anything they might pull in their turn 5/6.
If it's the 2nd scenario, we'll have 6 bodies and 5 land, that means 9 mana after the enchantment resolved to cast Ulamog by sacrificing 1 Scion, or a World Breaker with 2 more mana (4 counting the Scion).
If it's the last scenario, we'll have 4 Bodies and 5 land. 9 mana which also allows us to cast Ulamog by sacrificing the newly created Scion. Or tutor up a World Breaker and cast it out as well.
This are all possible if our opponent doesn't sweep us on turn 3/4 with either Languish or Flaying Tendrils. The key thing thou, is that if we mainboard 4 Warping Wail, those aren't a threat at all. Issue is how do we assemble the best opening hand.
Okay, thanks. I think I will run off that list on xmage and see how I like it. I might tune it slightly to test a copy or two of arlinn kord or the hydra since I really like both but am unsure if they are good enough.
You can easily get sorceries in your graveyard, and with some work, an enchantment. Then, one of your creature might die (but at the cost of losing some mana). Doesn't seem like a great deck for delirium. Play some evolving wilds, at least.
You can easily get sorceries in your graveyard, and with some work, an enchantment. Then, one of your creature might die (but at the cost of losing some mana). Doesn't seem like a great deck for delirium. Play some evolving wilds, at least.
I am not expecting to even want delirium until turn 5-7 when I run out of hard threats from my hand. At that point a top decked Traverse becomes anything I want that I can cast, so to have delirium right away isnt critical.
I am not expecting to even want delirium until turn 5-7 when I run out of hard threats from my hand. At that point a top decked Traverse becomes anything I want that I can cast, so to have delirium right away isnt critical.
But even on turn 5-7, it seems like you are lacking card types. Your only instants are in your sideboard and the only lands put in your GY are the sanctum, which is already a tutor. So I count sorcery, creature and enchantment if you draw a second oath. Planeswalker is also possible, but only if Chandra gets killed. Maybe I'm wrong and you tested with the deck and found delirium was easy to achieve by those turns, but I find it hard to believe at first glance.
I am not expecting to even want delirium until turn 5-7 when I run out of hard threats from my hand. At that point a top decked Traverse becomes anything I want that I can cast, so to have delirium right away isnt critical.
But even on turn 5-7, it seems like you are lacking card types. Your only instants are in your sideboard and the only lands put in your GY are the sanctum, which is already a tutor. So I count sorcery, creature and enchantment if you draw a second oath. Planeswalker is also possible, but only if Chandra gets killed. Maybe I'm wrong and you tested with the deck and found delirium was easy to achieve by those turns, but I find it hard to believe at first glance.
Gotta read the first post, Hedron crawler is the bane of delirium > Artifact creature/2 for 1.
But yea: 2 Oaths put an enchantment in the grave, running 4 dorks~getting creature in there should be no problem by blocking or oppo killing one, sorcery NP (traverse, pil&veg).
So as I was writting this it kind of seems like it actually might be an issue.
Course we have planswalker but I already know how many times she comes up and dies.....
Main deck Kozilek's return?
Modern: Mono Green Devotion
Pre-SOI we do not need to fear Wraith as it won't be able to rid of our persistent World Breaker, except if they go all out to hit with 2 Flaying Tendrils and Languish.
Now with that as a Wraith, if it becomes a stapler we would face issue where the opponent can make a comeback. Other than that it's still possible to be running a token base strategy with the BOP Enchantment, as long as we are able to hold the game up long enough. Jaddi, Sylvan Advocate, Hangarback Walker, Even Nissa, Voice of Zendikar can be run to provide early blockers and assist in ramp. Making us run into a different set up where we don't need to rely on Explosive Vegetation, Nissa's Pilgrimage as the difference between that and creature strategy is having bodies to chump and block. Arlind Kord becomes a good turn 4 drop to add in another body as she comes into play. Once we have assembled enough, play BOP Enchantment, ramp into either World Breaker or all into Ulamog. Potentially that'll mean around turn 5 if we have 7 bodies on the field after casting the said Enchantment that turn.
It's a new direction the ramp deck can go for sure, but how feasible will depend on the new meta shaping up.
RWW Eldrazi Goggles
Turn 1 Oath of Nissa
Turn 2 Deathcap Cultivator
Turn 3 Call the Scions or Nissa, Voice of Zendikar with 1 mana free to cast either another Oath of Nissa or we could even play From Beyond.
Turn 4 :
If we Call the Scions T3, we'll have 2 Scions, 1 Deathcap Cultivator which makes up 3 bodies. With 4 lands in play and a Deathcap Cultivator we can ramp to 5 mana, that'll either means playing a Hangarback Walker at 4, or 1 more all the scions and a Hangarback walker at 2 or Sylvan Advocate. Bumps up Body Count to 4 Scions, 1 Deathcap Cultivator, 1 Hangarback walker or Sylvan Advocate. That's 7 Body which we can ramp with BOP Enchantment next turn. (Most Optimum)
If we play Nissa, Voice of Zendikar, we can make another plant token, use the remaining 5 mana to do the same, bumping up to 2 Scions, 2 Plants, 1 DC, 1 HBW or SA, at 6 body count to ramp. (Ideal to hold out)
If we play From Beyond, we'll have 1 Scion this turn, using the same method of spending the 5 mana, we'll have 2 Scions, 1 DC, 1 HBW or SA. (Least Effective but can tutor for our threat)
Turn 5 :
Play BOP Enchantment. One other advantage we have of playing this is that once it resolved, if an opponent were to cast a kill spell on this enchantment, we can tap all our creatures for the mana first to float, as it's a mana ability which they can't respond to. Thus just resolving this 2 mana enchantment is enough to stick to our ramp goal.
Ideally, we'll have 5 lands, 7 Bodies which we can tap to generate mana. That means even if we use 2 for casting the enchantment, we have enough to cast an Ulamog in turn 5 with 2 colorless source spare (2 Scions which can be sacrificed), meaning we can hold up a warping wail to counter anything they might pull in their turn 5/6.
If it's the 2nd scenario, we'll have 6 bodies and 5 land, that means 9 mana after the enchantment resolved to cast Ulamog by sacrificing 1 Scion, or a World Breaker with 2 more mana (4 counting the Scion).
If it's the last scenario, we'll have 4 Bodies and 5 land. 9 mana which also allows us to cast Ulamog by sacrificing the newly created Scion. Or tutor up a World Breaker and cast it out as well.
This are all possible if our opponent doesn't sweep us on turn 3/4 with either Languish or Flaying Tendrils. The key thing thou, is that if we mainboard 4 Warping Wail, those aren't a threat at all. Issue is how do we assemble the best opening hand.
RWW Eldrazi Goggles
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
I am Really liking my 1st Draft from the first page:
4 Deathcap Cultivator
4 Hedron Crawler
2 Conduit of Ruin
4 World Breaker
2 Dragonlord Atarka
2 Ulamog, the Ceaseless Hunger
Spells - 17
4 Oath of Nissa
3 Traverse the Ulvenwald
3 Nissa's pilgrimage
4 explosive Vegetation
3 Chandra, Flamecaller
12 Forest - ensure T1 play
4 Mountain
4 Shrine of the Forsaken Gods
4 Sanctum of Ugin
1 Cinder Glade
4 Jaddi Offshoot - aggro
4 Roast - Reality Smasher
3 Kozilek's return - aggro
3 Plummet - Dragons
1 Void Winnower - Mirror
Maybe a 4th Candra?
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
I am having issues pulling the trigger to play those now. I think I should at least try them,......
I am not expecting to even want delirium until turn 5-7 when I run out of hard threats from my hand. At that point a top decked Traverse becomes anything I want that I can cast, so to have delirium right away isnt critical.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
But even on turn 5-7, it seems like you are lacking card types. Your only instants are in your sideboard and the only lands put in your GY are the sanctum, which is already a tutor. So I count sorcery, creature and enchantment if you draw a second oath. Planeswalker is also possible, but only if Chandra gets killed. Maybe I'm wrong and you tested with the deck and found delirium was easy to achieve by those turns, but I find it hard to believe at first glance.
Gotta read the first post, Hedron crawler is the bane of delirium > Artifact creature/2 for 1.
But yea: 2 Oaths put an enchantment in the grave, running 4 dorks~getting creature in there should be no problem by blocking or oppo killing one, sorcery NP (traverse, pil&veg).
So as I was writting this it kind of seems like it actually might be an issue.
Course we have planswalker but I already know how many times she comes up and dies.....
Main deck Kozilek's return?
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91