Ive been looking to get into pauper and while scouring for a deck to play I noticed that there is pretty much no ramp played and I was just wondering why? Is there nothing good enough you absolutely need to ramp to? Thanks in advance
All ramp strategies are inherently vulnerable to having their bombs cut off with spot removal, because that means the cards you spent creating the mana for that bomb are wasted, and you still don't have any board presence afterward. Tron is the least bad version of ramp, because it can spend the least amount of cards getting into position to drop bombs.
"Spot removal" includes counterspells and edicts, for the purposes of that post. And sicne, historically, the most efficient, brutal 1-for-1 answers have always been printed at Common, ramp strategies get a lot of static in this format.
Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
All ramp strategies are inherently vulnerable to having their bombs cut off with spot removal, because that means the cards you spent creating the mana for that bomb are wasted, and you still don't have any board presence afterward. Tron is the least bad version of ramp, because it can spend the least amount of cards getting into position to drop bombs.
There's also not much in Pauper that's worth ramping into. Crusher passes the test because he has Annihilator. Marauder because it gains 10-20 life if it isn't removed immediately. Splicer puts a hard to remove 7 power on the board.
The biggest Hexproof creature in the format is a 5U 4/5, that's way behind the curve.
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http://www.cubetutor.com/viewcube/17954
"Spot removal" includes counterspells and edicts, for the purposes of that post. And sicne, historically, the most efficient, brutal 1-for-1 answers have always been printed at Common, ramp strategies get a lot of static in this format.
There's also not much in Pauper that's worth ramping into. Crusher passes the test because he has Annihilator. Marauder because it gains 10-20 life if it isn't removed immediately. Splicer puts a hard to remove 7 power on the board.
The biggest Hexproof creature in the format is a 5U 4/5, that's way behind the curve.