So, I've been playing MTG for about a year and a half, and one of the most successful decks I've had was a GR Defender Ramp deck, which looked to one-shot players with either Colossus of Akros or Devil's Play, or at least chip away with Vent Sentinel over a couple of turns. The biggest problem the deck had was that it was never fun to play against, because I'd sit behind the massive walls that I built up, and then hit once or twice for game. Each game was either a wash, or decided in the first five turns.
So, after not using the deck for almost 6 months, I'd like to bring it back, and make it into something janky as hell. I enjoy making decks that do some really stupid crap, so here's the idea I have for the deck. The only creatures I'm allowed to use are creatures with Defender, and the deck cannot attack or deal damage to face as a win condition (i.e. no losing defender until end of turn, or ramping into a giant red spell). I want to use the core ramping cards of Axebane Guardian and Overgrown Battlement to build into larger cards, and use either Helix Pinnacle or Door to Nothingness as my win conditions. I also want to try fitting in Quest for Renewal, which did some serious work allowing me to keep my walls up while still using some of them to ramp into large mana costs. Another combo that I've been toying around with is Wall of Kelp and Eldrazi Monument to keep my creatures safe from board clears and spot removal, as well as dealing with the potential problem that flying creatures can present.
Before I try to make a rough decklist, I'd like to get some suggestions for cards that I could fit in to make the deck a little smoother. Effects that I've considered are expensive card draws like Harmonize, board clears that specifically target my opponent like Mizzium Mortars or Sleep, and other "win the game" cards that I could potentially use. I'm also a fan of Kruphix, God of Horizons ability to keep mana after my turn ends, but I'm not sure if there are other cards with that ability. The colors I'd like to stick to are RGU, but I'm not opposed to splashing black or white if you can make a good case for certain cards.
That said, if you don't want your Defenders to worry about damage Bubble Matrix and Asceticism are your best bets to avoid them getting fragged outright. High Ground or Entangler could further prohibit creatures from hitting you. don't know if you want to splash into white though.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
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So, after not using the deck for almost 6 months, I'd like to bring it back, and make it into something janky as hell. I enjoy making decks that do some really stupid crap, so here's the idea I have for the deck. The only creatures I'm allowed to use are creatures with Defender, and the deck cannot attack or deal damage to face as a win condition (i.e. no losing defender until end of turn, or ramping into a giant red spell). I want to use the core ramping cards of Axebane Guardian and Overgrown Battlement to build into larger cards, and use either Helix Pinnacle or Door to Nothingness as my win conditions. I also want to try fitting in Quest for Renewal, which did some serious work allowing me to keep my walls up while still using some of them to ramp into large mana costs. Another combo that I've been toying around with is Wall of Kelp and Eldrazi Monument to keep my creatures safe from board clears and spot removal, as well as dealing with the potential problem that flying creatures can present.
Before I try to make a rough decklist, I'd like to get some suggestions for cards that I could fit in to make the deck a little smoother. Effects that I've considered are expensive card draws like Harmonize, board clears that specifically target my opponent like Mizzium Mortars or Sleep, and other "win the game" cards that I could potentially use. I'm also a fan of Kruphix, God of Horizons ability to keep mana after my turn ends, but I'm not sure if there are other cards with that ability. The colors I'd like to stick to are RGU, but I'm not opposed to splashing black or white if you can make a good case for certain cards.
Thanks ahead of time!
It win cons is primarily Kyren Negotiations- ping'em to death! Cloudstone Curio and Furious Assault allow me to chain gun cheap walls (Cinder Wall, Wall of Vines, Wall of Hope), and Angel's Trumpet that plays off the Negotiations and Awakening.
I do not run Rolling Stones, Wakestone Gargoyle, or Dorian the Siege-Tower- because those are too predictable.
That said, if you don't want your Defenders to worry about damage Bubble Matrix and Asceticism are your best bets to avoid them getting fragged outright.
High Ground or Entangler could further prohibit creatures from hitting you. don't know if you want to splash into white though.
Wall of Aether, Wall of Tears are some good control walls to consider.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.