4 Hour of Promise - the reason for the deck, even when you reach 10 mana its still going to get you two 2/2s, thin your deck and give you utility lands in the form of Heshap Oasis and Ramunap Ruins. 3 Ulamog - to ensure you have one when you get to 10 mana
4 Beneath the Sands - ramp spell when you need or draw a card when you dont 3 Abrade - I think three is the right number with a 4th in the SB for Aggro or Artifact decks. 4 Shrine of the forsaken Gods 2 Sanctum of Ugin - I think is a good number, you dont want too many but when you cast your first monster to have the ability to go get another is great.
Deserts - 5 2 Hashep Oasis 2 Ramunap Ruins 1 Hostile Desert - in limited testing I have been able to get my zombies 90% of the time when I cast Hour of Promise. Some of the exceptions are going straight to Ulamog because I had the 8th land in hand for my next turn with an eldrazi in play so going for the deserts to get the zombies wasnt a priority. Hostile desert is a test, maybe having 7 lands that cant cast my spells is too many.
To join Abrade popular/common removal options are: Harnessed Lightning - if you add lightning its hard not to include aether hubs and some combination of attune of aether (enables you to reduce land count) and maybe woodweaver's Puzzleknot. Kozilek's Return - if we're casting Eldrazi might as well wipe the board Sweltering Suns - double red concerns me, would have to adjust my manabase but not dead against control and later against larger creatures. Chandra, Torch of Defiance - removal, draw, ramp, wincon=awesome Hour of Devastation - defeats avacyn, selfless spirit and planewalker decks/answer to westvale abbey (with abrade or such) Chandra, Flamecaller - board wipe with win con attached
Some creature selections are: Shefet Monitor - vanilla 6/5 for 6, not great but at 4 mana to be able to ramp at instant speed without fear of being countered this card can put a basic or desert (maybe a Hostile desert to ambush your opponent if you have 2 mana and a land in your graveyard) into play untapped; so you can do other things at instant speed. Walking Ballista - with so much mana these hogs come in big, triggering Sanctum of Ugin at 8 mana and grow big as well, machine gunning your opponents board. OR Cast an eldrazi fetching a ballista and cast it next turn for the last few points of damage directly. Ishkanah, Grafwidow - going this direction equals dilirium so you are going to be playing 1 main 1 SB with 4 traverse and 23/4 lands Thought-knot seer - great body to block aggro, exile persistant cards from hands, no worries about color requirements, great against control Reality Smasher - mainly for control or decks focused on removing Ulamog
Other ramp alternatives
Its possible to ramp with creatures or artifacts but ramping with lands not only is harder to disrupt but also turns the shrines on faster. Natural connection - leaving up your mana for removal is a nice luxury but after T4/5 you want to cycle Beneath the sands everytime. Spring//Mind - I dont think adding blue or ensuring you have enough energy for Aether Hubs would be worth the trade off. A deck using this card is a different one altogether IMO.
So go ahead and post your take on the deck and your testing results, I unfortunately dont get much time to grind but I want this deck to work.
Corey Burkhart has a version that also uses Ruin in their Wake along with Attune and Traverse. He discusses it here and runs it here. I need to acquire another Hour of Devastation before I can test it.
I am still testing the card choice and numbers,
I think TKS is very important for this deck to have some interruption and I am not sold on the traverse version.
But it's a cool deck to play.
I took Corey Burkhart's version that I referred to above out for a 4 round event. I went 2-2 and the deck was fine but not great, although I thought the normal ceiling for the deck would be 3-1. There were far too many mulligans for insufficient G sources. I recommend that a Mountain and the Sanctum of Ugin be replaced by a Forest and another Hashep Oasis.
I really like the deck but I just can't beat a U/R/x control. I read a lot of G/R articles and they all said that this deck has a decent match up against U/R so maybe I'm just a bad pilot? Every time I play this match up it just feels like I'm too slow in ramping or deploying threats and they just counter everything. I also think that I need 3-4 more ramp spells but I don't know what to cut.
On the bright side, the deck is about 50-50 against mono red and just steamrolls anything mid-rangey (I don't think I've lost a match against G/B or Temur energy ever since I play this list).
Can any of you guys give me some tips/advice on how to sideboard and/or play against U/R ?
Play Mono-R until the UR players give up? All kidding aside, you have 8 obvious cards to side out. Smasher, Tracker, Seer seem like what comes in. I like another World Breaker and a Kozilek in the sideboard if that is a matchup you are worried about.
You want more ramp? Shefet Monitor is surprisingly good and versatile. Uncounterable as ramp, usable as a creature if needed. Four mana is a lot, but it cantrips!
What to take out? Thought-Knot seems least synergistic in the main, but it is supposed to be good against control. The Delirium package seems like the only other place to cut. Land, sorcery, creature seem covered, but against control, instants go away. Artifacts, enchantments and planeswalkers seem sketchy, but you should be able to get one. Maybe shave two Traverse and a Ballista? Replacing some Beneath the Sands with the instant-speed non-cycling ramp spell from Oath would be better for Delirium against control when you are siding out all your instants.
I took Corey Burkhart's version that I referred to above out for a 4 round event. I went 2-2 and the deck was fine but not great, although I thought the normal ceiling for the deck would be 3-1. There were far too many mulligans for insufficient G sources. I recommend that a Mountain and the Sanctum of Ugin be replaced by a Forest and another Hashep Oasis.
If T1 G is important than no less then 13 untapped green sources.
This deck MUST have life gain in it from the aggro format and the pain deserts.
I really like the deck but I just can't beat a U/R/x control. I read a lot of G/R articles and they all said that this deck has a decent match up against U/R so maybe I'm just a bad pilot? Every time I play this match up it just feels like I'm too slow in ramping or deploying threats and they just counter everything. I also think that I need 3-4 more ramp spells but I don't know what to cut.
On the bright side, the deck is about 50-50 against mono red and just steamrolls anything mid-rangey (I don't think I've lost a match against G/B or Temur energy ever since I play this list).
Can any of you guys give me some tips/advice on how to sideboard and/or play against U/R ?
how to you normally board? I am not familiar with the match up unfortunately but this is what I would do looking at your list.
-2 Ballista, -2 K.Rtn, -1 Suns, -1 Ulamog, -1 hour of devastation
+1 TKS, +3 Smasher, +3 tracker
I took Corey Burkhart's version that I referred to above out for a 4 round event. I went 2-2 and the deck was fine but not great, although I thought the normal ceiling for the deck would be 3-1. There were far too many mulligans for insufficient G sources. I recommend that a Mountain and the Sanctum of Ugin be replaced by a Forest and another Hashep Oasis.
If T1 G is important than no less then 13 untapped green sources.
This deck MUST have life gain in it from the aggro format and the pain deserts.
Remember Jaddi Offshoot? Willy Edel does in this MTGO 5-0 deck featured on Gatheringmagic.
I really like the deck but I just can't beat a U/R/x control. I read a lot of G/R articles and they all said that this deck has a decent match up against U/R so maybe I'm just a bad pilot? Every time I play this match up it just feels like I'm too slow in ramping or deploying threats and they just counter everything. I also think that I need 3-4 more ramp spells but I don't know what to cut.
On the bright side, the deck is about 50-50 against mono red and just steamrolls anything mid-rangey (I don't think I've lost a match against G/B or Temur energy ever since I play this list).
Can any of you guys give me some tips/advice on how to sideboard and/or play against U/R ?
how to you normally board? I am not familiar with the match up unfortunately but this is what I would do looking at your list.
-2 Ballista, -2 K.Rtn, -1 Suns, -1 Ulamog, -1 hour of devastation
+1 TKS, +3 Smasher, +3 tracker
My control SB plan is like this: -1 abrade, -2 return, -1 sweltering suns, -2 devastation, -1 ballista for +1 thought-knot, +3 smasher, +3 tracker. Overall the deck just feels a little too slow and clunky against control. I'm thinking of adding some mana dorks and hedron archive (I know abrade is everywhere) so I can get at least 6-7 mana by turn 4 so I can pressure start pressuring them with world breaker.
I took Corey Burkhart's version that I referred to above out for a 4 round event. I went 2-2 and the deck was fine but not great, although I thought the normal ceiling for the deck would be 3-1. There were far too many mulligans for insufficient G sources. I recommend that a Mountain and the Sanctum of Ugin be replaced by a Forest and another Hashep Oasis.
If T1 G is important than no less then 13 untapped green sources.
This deck MUST have life gain in it from the aggro format and the pain deserts.
Remember Jaddi Offshoot? Willy Edel does in this MTGO 5-0 deck featured on Gatheringmagic.
I would have loved to watch those games. He only has 9 T1 untapped green sources to take advantage of T1 offshoot, 4 too few IMO. Add to that 4 of those lands ping you and those 2 game trails are dependent on a forest or mtn also being in hand. I wonder why he has a Dissenter's Deliverance Main AND 1 SB with 4 Abrade?
I took Corey Burkhart's version that I referred to above out for a 4 round event. I went 2-2 and the deck was fine but not great, although I thought the normal ceiling for the deck would be 3-1. There were far too many mulligans for insufficient G sources. I recommend that a Mountain and the Sanctum of Ugin be replaced by a Forest and another Hashep Oasis.
If T1 G is important than no less then 13 untapped green sources.
This deck MUST have life gain in it from the aggro format and the pain deserts.
Remember Jaddi Offshoot? Willy Edel does in this MTGO 5-0 deck featured on Gatheringmagic.
Is it better to go with jaddi offshoot for lifegain or druid of the cowl for mana? Also I know that hour of promise is in now but maybe nissa's renewal is a better tool to navigate the sea of red?
...
Remember Jaddi Offshoot? Willy Edel does in this MTGO 5-0 deck featured on Gatheringmagic.
Is it better to go with jaddi offshoot for lifegain or druid of the cowl for mana? Also I know that hour of promise is in now but maybe nissa's renewal is a better tool to navigate the sea of red?
I dunno. Willie ran both to better results than I got. I ran a version that had no dorks, because I didn't think they would ever survive. Beyond noting the obvious, that Druid and Offshoot survive Kozilek's Return, I can't tell what's best without running the deck. Further, what's good in my meta may not be best in yours. I want to share information, but not overvalue my opinions that are not grounded in experience.
Overall, I see an aggro meta this week, which is not ideal for ramp, so run this deck this week if you want, but don't expect victory (please prove me wrong!). Getting the experience this week could set you up for winning in a few weeks, but YMMV.
If T1 G is important than no less then 13 untapped green sources.
This deck MUST have life gain in it from the aggro format and the pain deserts.
Remember Jaddi Offshoot? Willy Edel does in this MTGO 5-0 deck featured on Gatheringmagic.
Is it better to go with jaddi offshoot for lifegain or druid of the cowl for mana? Also I know that hour of promise is in now but maybe nissa's renewal is a better tool to navigate the sea of red?
Also about you wanting more ramp spells, instead of Archive look up Shefet Monitor:uncountable, instant speed ramp that gets you an UNTAPPED land and it can be a desert! ~ oh and you draw a card AFTER taking out a land, Im a fan!
If not that then look into Weirding Wood, kind of a Cantrip in that it creates a clue.
Offshoot can block and gain life, druid can accelerate, block and maybe trade. They both conveniently live through K.Rtn and by the time you use a larger sweeper hopefully you dont need them anymore or they arent around in anycase.
for the guy that had issues with U/r control, what about jammming Prowling Serpopard?
I've never tried serpopard, really. Have you? At the moment I'm tweaking my deck a bit and adding more mana dorks so I can get to world breaker earlier.
This is still a rough list. I would love to fit Oath of Nissa somewhere in the 75 to dig for our win-con. This is an all in list that's trying to cast either a world breaker or an ulamog by turn 5. It's capable of casting world breaker by turn 4 which could just win you the game on the spot.
for the guy that had issues with U/r control, what about jammming Prowling Serpopard?
I've never tried serpopard, really. Have you? At the moment I'm tweaking my deck a bit and adding more mana dorks so I can get to world breaker earlier.
This is still a rough list. I would love to fit Oath of Nissa somewhere in the 75 to dig for our win-con. This is an all in list that's trying to cast either a world breaker or an ulamog by turn 5. It's capable of casting world breaker by turn 4 which could just win you the game on the spot.
Havent tried The counter Cat yet, but I do hate counter spells.
Captive gets killed by your return, a huge card in the meta right now, also cant profitably block aggro creatures.
You really want 4 Ulamog and world breaker?
With hour of promise I dont think nissa's renewal is worth it.
If you want to gain life look into Jaddi Offshoot, Woodweavers puzzleknot (if you want to get into energy adding some number of harness lightning and aether hub) or gift of paradise.
I tried natural connection and after turn 3/4 I wanted it to be beneath the sands everytime. Even on turn 3/4 the only time connection would be better than sands is if you have removal in your hand and want the choice of removal or ramp. But even then I think drawing a card for 2 mana is better then spending 3 for 1 more unnecessary land.
for the guy that had issues with U/r control, what about jammming Prowling Serpopard?
I've never tried serpopard, really. Have you? At the moment I'm tweaking my deck a bit and adding more mana dorks so I can get to world breaker earlier.
This is still a rough list. I would love to fit Oath of Nissa somewhere in the 75 to dig for our win-con. This is an all in list that's trying to cast either a world breaker or an ulamog by turn 5. It's capable of casting world breaker by turn 4 which could just win you the game on the spot.
Havent tried The counter Cat yet, but I do hate counter spells.
Captive gets killed by your return, a huge card in the meta right now, also cant profitably block aggro creatures.
You really want 4 Ulamog and world breaker?
With hour of promise I dont think nissa's renewal is worth it.
If you want to gain life look into Jaddi Offshoot, Woodweavers puzzleknot (if you want to get into energy adding some number of harness lightning and aether hub) or gift of paradise.
I tried natural connection and after turn 3/4 I wanted it to be beneath the sands everytime. Even on turn 3/4 the only time connection would be better than sands is if you have removal in your hand and want the choice of removal or ramp. But even then I think drawing a card for 2 mana is better then spending 3 for 1 more unnecessary land.
I'm not looking for lifegain, I mean the incidental lifegain is great, I just really want hour of promise #5. I really believe that the best way to play this deck is to race to 7 or 10 mana, hopefully by turn 5, and then start chaining worldbreaker/Ulamog. Remember the G/R ramp by Josh Dickerson? That's where I'm heading.
You're probably right about natural connection. I just lilke the fact that by playing connection I have options at 3 mana to either play kozilek's return or connection. It's a bit more flexible against aggressive decks.
I like this a lot. It's obvious that you are expecting a lot of RDW in your gameday? I think you should add one more druid of the cowl and maybe cut down a ballista. I think the druid is much better than ballista in your opening hand since he forces your opponent to have an abrade or incendiary flow. I like to draw ballista once I get four mana for a 2 for 1.
What do you guys think of Sweltering suns vs Kozilek's return ? I see almost everybody is on return, but I have a feeling sweltering might be better. 3 dmg vs 2 dmg makes a lot of difference, and the fact that you can cycle it when you don't need it is very good. On kozilek's side, I felt being an instant almost never mattered. Flasback is nice, but by the point you are able to flash it, you should be in a good spot, plus, there's also Hour of devastation.
I'm testing all versions of Gr ramp since I want to play it at gameday
2 vs 3 damage is a lot of difference, but not against RDW.
Creatures that die to sweltering suns (including the creatures on top):
- kari zev, skyship raider
As you can see kozilek's return is more than sufficient against RDW. The fact that it only cost R, it's an instant and it has flashback makes it much better than sweltering suns.
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This Deck is all about ramping to Ulamog, the ceaseless Hunger using Hour of Promise.
There are already some decks people are using in major events, starting last weekend 7/15/17:
Standard OPEN
27th http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114810
32nd http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114835
37th http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114819
58th http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114819
Standard CLASSIC
11th http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114885
MTG Goldfish Events page for G/r Ramp
https://www.mtggoldfish.com/deck/701969#online which includes an online PTQ
The core of the deck is
3 Ulamog - to ensure you have one when you get to 10 mana
4 Beneath the Sands - ramp spell when you need or draw a card when you dont
3 Abrade - I think three is the right number with a 4th in the SB for Aggro or Artifact decks.
4 Shrine of the forsaken Gods
2 Sanctum of Ugin - I think is a good number, you dont want too many but when you cast your first monster to have the ability to go get another is great.
2 Hashep Oasis
2 Ramunap Ruins
1 Hostile Desert - in limited testing I have been able to get my zombies 90% of the time when I cast Hour of Promise. Some of the exceptions are going straight to Ulamog because I had the 8th land in hand for my next turn with an eldrazi in play so going for the deserts to get the zombies wasnt a priority. Hostile desert is a test, maybe having 7 lands that cant cast my spells is too many.
To join Abrade popular/common removal options are:
Harnessed Lightning - if you add lightning its hard not to include aether hubs and some combination of attune of aether (enables you to reduce land count) and maybe woodweaver's Puzzleknot.
Kozilek's Return - if we're casting Eldrazi might as well wipe the board
Sweltering Suns - double red concerns me, would have to adjust my manabase but not dead against control and later against larger creatures.
Chandra, Torch of Defiance - removal, draw, ramp, wincon=awesome
Hour of Devastation - defeats avacyn, selfless spirit and planewalker decks/answer to westvale abbey (with abrade or such)
Chandra, Flamecaller - board wipe with win con attached
Some creature selections are:
Shefet Monitor - vanilla 6/5 for 6, not great but at 4 mana to be able to ramp at instant speed without fear of being countered this card can put a basic or desert (maybe a Hostile desert to ambush your opponent if you have 2 mana and a land in your graveyard) into play untapped; so you can do other things at instant speed.
Walking Ballista - with so much mana these hogs come in big, triggering Sanctum of Ugin at 8 mana and grow big as well, machine gunning your opponents board. OR Cast an eldrazi fetching a ballista and cast it next turn for the last few points of damage directly.
Ishkanah, Grafwidow - going this direction equals dilirium so you are going to be playing 1 main 1 SB with 4 traverse and 23/4 lands
Thought-knot seer - great body to block aggro, exile persistant cards from hands, no worries about color requirements, great against control
Reality Smasher - mainly for control or decks focused on removing Ulamog
Other ramp alternatives
Its possible to ramp with creatures or artifacts but ramping with lands not only is harder to disrupt but also turns the shrines on faster.
Natural connection - leaving up your mana for removal is a nice luxury but after T4/5 you want to cycle Beneath the sands everytime.
Spring//Mind - I dont think adding blue or ensuring you have enough energy for Aether Hubs would be worth the trade off. A deck using this card is a different one altogether IMO.
So go ahead and post your take on the deck and your testing results, I unfortunately dont get much time to grind but I want this deck to work.
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
Deck is great. I used the Jonathan Benson list that finished 27th at SCG Cincinnati in the open.
Looking for more input from the community.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
4 Thought-Knot Seer
3 Ulamog, the Ceaseless Hunger
3 World Breaker
2 Chandra, Torch of Defiance
3 Oath of Nissa
4 Hour of Promise
2 Hour of Devastation
1 Kozilek's Return
3 Sweltering Suns
4 Abrade
4 Beneath the Sands
3 Game Trail
4 Hashep Oasis
2 Mountain
3 Ramunap Ruins
1 Sanctum of Ugin
4 Sheltered Thicket
4 Shrine of the Forsaken Gods
I am still testing the card choice and numbers,
I think TKS is very important for this deck to have some interruption and I am not sold on the traverse version.
But it's a cool deck to play.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
3 Ulamog, the ceaseless hunger
3 World Breaker
3 Thought-Knot Seer
3 Walking Ballista
Spell:
4 Hour of Promise
2 Hour of Devastation
2 Kozilek's Return
1 Sweltering Suns
3 Abrade
4 Beneath the sands
2 Chandra, torch of defiance
4 Traverse the ulvenwald
2 Vessel of Nascency
4 Forest
2 Mountain
4 Hashep Oasis
3 Ramunap ruins
1 Scavenger grounds
4 Shrine of the Forsaken Gods
2 Sanctum of Ugin
3 Game Trail
1 Sheltered Thicket
1 Abrade
1 Sweltering Suns
3 Magma spray
3 Reality Smasher
2 Glorybringer
3 Tireless Tracker
1 Thought-knot seer
1 Crook of condemnation
I really like the deck but I just can't beat a U/R/x control. I read a lot of G/R articles and they all said that this deck has a decent match up against U/R so maybe I'm just a bad pilot? Every time I play this match up it just feels like I'm too slow in ramping or deploying threats and they just counter everything. I also think that I need 3-4 more ramp spells but I don't know what to cut.
On the bright side, the deck is about 50-50 against mono red and just steamrolls anything mid-rangey (I don't think I've lost a match against G/B or Temur energy ever since I play this list).
Can any of you guys give me some tips/advice on how to sideboard and/or play against U/R ?
You want more ramp? Shefet Monitor is surprisingly good and versatile. Uncounterable as ramp, usable as a creature if needed. Four mana is a lot, but it cantrips!
What to take out? Thought-Knot seems least synergistic in the main, but it is supposed to be good against control. The Delirium package seems like the only other place to cut. Land, sorcery, creature seem covered, but against control, instants go away. Artifacts, enchantments and planeswalkers seem sketchy, but you should be able to get one. Maybe shave two Traverse and a Ballista? Replacing some Beneath the Sands with the instant-speed non-cycling ramp spell from Oath would be better for Delirium against control when you are siding out all your instants.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
If T1 G is important than no less then 13 untapped green sources.
This deck MUST have life gain in it from the aggro format and the pain deserts.
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
how to you normally board? I am not familiar with the match up unfortunately but this is what I would do looking at your list.
-2 Ballista, -2 K.Rtn, -1 Suns, -1 Ulamog, -1 hour of devastation
+1 TKS, +3 Smasher, +3 tracker
Pro Tour Devastation Lists:
7-3 standard record
Je, Sungeun https://www.mtggoldfish.com/deck/715207#online
Mihara, Makihito https://www.mtggoldfish.com/deck/715215#online
Ishimura, Shintaro https://www.mtggoldfish.com/deck/715205#online
6-4
Giorgio, Francesco https://www.mtggoldfish.com/deck/715261#online
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
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
I would have loved to watch those games. He only has 9 T1 untapped green sources to take advantage of T1 offshoot, 4 too few IMO. Add to that 4 of those lands ping you and those 2 game trails are dependent on a forest or mtn also being in hand. I wonder why he has a Dissenter's Deliverance Main AND 1 SB with 4 Abrade?
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
Overall, I see an aggro meta this week, which is not ideal for ramp, so run this deck this week if you want, but don't expect victory (please prove me wrong!). Getting the experience this week could set you up for winning in a few weeks, but YMMV.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
Also about you wanting more ramp spells, instead of Archive look up Shefet Monitor:uncountable, instant speed ramp that gets you an UNTAPPED land and it can be a desert! ~ oh and you draw a card AFTER taking out a land, Im a fan!
If not that then look into Weirding Wood, kind of a Cantrip in that it creates a clue.
Offshoot can block and gain life, druid can accelerate, block and maybe trade. They both conveniently live through K.Rtn and by the time you use a larger sweeper hopefully you dont need them anymore or they arent around in anycase.
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
This is my list now:
4 Ulamog, the ceaseless Hunger
4 Worldbreaker
4 Druid of the Cowl
2 Ulvenwald Captive
4 Kozilek's Return
3 Natural Connection
4 Hour of Promise
3 Chandra, torch of defiance
2 Hedron Archive
1 Hour of Devastation
2 Weirding wood
1 Nissa's Renewal
26 lands
This is still a rough list. I would love to fit Oath of Nissa somewhere in the 75 to dig for our win-con. This is an all in list that's trying to cast either a world breaker or an ulamog by turn 5. It's capable of casting world breaker by turn 4 which could just win you the game on the spot.
Havent tried The counter Cat yet, but I do hate counter spells.
Captive gets killed by your return, a huge card in the meta right now, also cant profitably block aggro creatures.
You really want 4 Ulamog and world breaker?
With hour of promise I dont think nissa's renewal is worth it.
If you want to gain life look into Jaddi Offshoot, Woodweavers puzzleknot (if you want to get into energy adding some number of harness lightning and aether hub) or gift of paradise.
I tried natural connection and after turn 3/4 I wanted it to be beneath the sands everytime. Even on turn 3/4 the only time connection would be better than sands is if you have removal in your hand and want the choice of removal or ramp. But even then I think drawing a card for 2 mana is better then spending 3 for 1 more unnecessary land.
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
You're probably right about natural connection. I just lilke the fact that by playing connection I have options at 3 mana to either play kozilek's return or connection. It's a bit more flexible against aggressive decks.
2 Woodweaver's Puzzleknot
2 Harnessed lightning
3 Abrade
4 Grapple with the Past
4 Beneath the Sands
4 Kozilek's Return
3 Hour of Promise - Think I want 4....
1 Chandra, Flamecaller - board wipe and win condition
Creatures - 12
2 Walking Ballista - want to try 4
4 Shefet Monitor
1 Ishkanah, Grafwidow
3 World Breaker
2 Ulamog, the Ceaseless Hunger - want a 3rd....
7 Forest
2 Mountain
1 Cinder Glade
4 Aether Hub
4 Shrine of the Forsaken Gods
2 Sanctum of Ugin
2 Ramunap Ruins
2 Hashep Oasis
1 Hostile Desert
1 Chandra, Flamecaller
2 Hour of Devastation - bring in against selfless spirit and avacyn and planeswalker decks
4 Thought-Knot Seer - control/combo
3 Tireless Tracker - coutrol
2 Prowling Serpopard - hard control
2 Appetite for the Unnatural - Enchantments
1 Abrade - Vehicles, artifact decks
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
Are there any suggestions? thank you.
4 Walking Ballista
3 Thought-Knot Seer
2 Ulamog, the Ceaseless Hunger
3 World Breaker
2 Chandra, Torch of Defiance
4 Hour of Promise
2 Hour of Devastation
4 Kozilek's Return
4 Abrade
4 Gift of Pradise
3 Game Trail
3 Hashep Oasis
2 Mountain
3 Ramunap Ruins
1 Sanctum of Ugin
1 Scavenger Grounds
4 Sheltered Thicket
4 Shrine of the Forsaken Gods
2 Magma Spray
3 Tireless Tracker
1 Hour of Devastation
2 Warping Wail
2 Chandra's Defeat
1 Thought-Knot Seer
2 Struggle // Survive
2 Glorybringer
I like it, lands, sb?
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
Creatures that die to return (in RDW):
- bomat courier
- falkenrath gorger
- village messenger
- ahn-crop crasher
- earthshaker khenra
- soul-scar mage
Creatures that die to sweltering suns (including the creatures on top):
- kari zev, skyship raider
As you can see kozilek's return is more than sufficient against RDW. The fact that it only cost R, it's an instant and it has flashback makes it much better than sweltering suns.