The changes I’ve made and the reason are as follows:
For the lands; I’m dropping 2 Shrines and in their place I’m adding Game Trail. I’ve also dropped the Canopy Vista for a 2nd [Haven of the Spirit Dragon[/card]. My reasons behind these changes is that since we are no longer able to play Ugin; I don’t see the need to have 4 Shrines. I’ve also dropped the number of Ulamog’s down to 2 in the main deck. So I’m mostly concerned with getting to 7 lands instead of the 10. The two Game Trails should help get Chandra in play if I don’t have an Oath on the board; since I’ll be up to 6 sources of R. The 2nd Haven is to help cast DLA and also a way to get it back in my hand if DLA is in my graveyard.
My creature changes is that I’ve replaced the Rattleclaw’s that I was running before with Deathcap Cultivator. So I’ll still be running a total of 6 mana dorks to try and play a turn 3 Explosive Vegetation and get to a minimum of 6 mana of turn 4. I’ve moved one Ulamog to the SB and added a 3rd Dragonlord Atarka for another sweeper effect to help replace the loss of Ugin. It is a threat that they will need to answer since it puts people on a very short clock and the ETB effect can help clear the board.
As for the planewalkers; I was running a 3/2 split between Ugin/Chandra and I’m going to go with a full playset of Chandra’s. So if I need to be aggressive with her Minus ability I can; knowing that I have hopefully will have another copy to play later if needed.
Spells – Only change here is going back to having a single copy of KR in the main. Since I had 1 spot open I wasn’t 100% sure if I wanted to add another creature to the deck or another spell. KR should help as another possible earlier turn sweeper if needed.
My SB is a mess and some of my thought process with the choices are:
The 2 Clip Wings are in response to the decks that I expect to see that have flyers and also for a flipped Westvale Abbey that I expect to see play. Hopefully that if they do flip it; they won’t have any other flyers in play that they can sacrifice instead.
The Rending Volley takes care of Jace; Archangel Avacyn; activated Shambling Vent; Stormchaser Mage; Reflector Mage; and the like. I would like to get a 2nd copy in there; but I’m not sure what I want to take out to fit it.
The Oblivion Sowers might change to something else (Conduit of Ruin for the tutor effect; Kozilek for refilling the hand; Dragonlord Dromoka for the life gain and stopping the opponent from playing spells my turn; Thought-Knot Seer; etc.) The Dragonlord Dromoka can be played off the Haven’s so I wouldn’t need to change up the mana base and I could also drop the Shrines from 2 to 0 and add 2 more Haven’s instead.
I feel that with the 4 World Breakers and 3 DLA’s in the main that I have a pretty good way to deal with flyers and both can survive and block a flipped Avacyn; which I expect to see play.
My reasoning behind this is that for Traverse; I already have Oath in the deck that I can use to look at the top three cards and take a Land, Creature or Planeswalker card and put it in my hand. Oath fixes my mana for casting a Chandra so I don’t need to worry as much having two mountains in play. Hitting Delirium I feel is going to be harder than people think for our deck. I can see us having creatures and sorcery spells in our graveyard most of the time and then maybe an artifact if people are playing Archives or Crawlers. We would have to sacrifice a land to get one in there and we are playing a few instants. But looking at what I had in my graveyard this past Friday night; I normally had 2 of the 4 types and I think I only had Delirium once over 7 games and that was a game I sacrificed a Haven to get DLA back out of my graveyard. I also don’t currently plan on playing Ruin so the added ability to fix my mana for Ruin to work as Rampant Growth is not there for me.
As for the Hydra, I’m just not sure if the ETB search for a land is enough of an effect to warrant it the deck. Having reach is nice because I think we are going to see lots of flyers in the format; but I would prefer it having Trample; so that it just can’t be chump blocked by a 1/1 all day. I just feel that our other creatures have a bigger effect on the battlefield we then come into play. DLA clears blockers or does 5 damage to a planeswalker. Ulamog exiles 2 cards and mills on attack. World Breaker exiles a land/artifact or enchantment and has reach; plus a way to get it back to our hand from the graveyard if killed.
Now I’ve not tested the Hydra and it might end up being a great sideboard card; but I don’t see it one that we want to run MD.
Arlinn; I’m not sure belongs in a Ramp deck. On the turn that we have 4 mana; we want to be playing explosive so that we can get to 6+ mana by turn 4. Once we have 6+ mana we want to be playing Chandra/World Breaker/DLA. We don’t run a lot of small creatures so the +1 giving +2/+2 and Vigilance and haste I don’t see being used often. Though a 10/10 trampling, Vigilance; hasty DLA is a scary thought.
The Gitrog Monster I’ve not tested at all and it does look interesting. 6/6 with deathtouch means that whatever blocks it dies and they are going to want to find a way to remove it since it can block most ground based attackers and still live. The playing an extra land each turn can offset the land that has to be sacrificed each turn and it gives a form of card draw in the process. I can maybe see it as a one of in the SB but it will require more testing.
Psy
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Currently Playing:
Jeskai Control:42-23-5 Elves: 44-31-3 Red-Aggro: 18-9-0 B/G Energy 21-6-0
Traverse the Ulvenwald is definitely the real deal in this deck. I say that having had to cast K Return (which I have in the main) to activate it, but the fact that it's one mana to go get any of our threats is nuts. Early, it also basically serves as a fetch for a Wastes, or just as an extra land drop in the worst case. I wish that I didn't have to run the one dork because hitting the mana we need with Ruin in their Wake has actually proven to be fairly easy to do. K Return is in the main because there are enough aggro decks running around and I want to have a chance at winning game 1. List I'm currently running is basically an only slightly modified version of the low lands one linked earlier.
Beat a Bant Coco deck quite soundly in testing today, and one the first game against BW. Didn't have time for the next games which I expect would have been more difficult due to his SB almost certainly containing duress, more exile removal, and likely Infinite Obliteration. Still need answers to those. Considering Warping Wail.
3 Cinder Glade
11 Forest
3 Mountain
4 Sanctum of Ugin
4 Shrine of the Forsaken Gods
land [25]
I would love to move something into my 2 Jaddi Offshoot, But it really played out well against the agro goblin atarka and agro eldrazi I play.
It's kinda funny how there is not stopping the combo's this deck hits. Over and Over
Dorks might not be right. Ruin in their wake with dork or warping wail might be the better combination, question for me is the correct manabase. Going to have to review Voltages numbers and test it.
It might be right to play 4 Nissa's Pilgrimage and some game trails.
Might be right to have at least 2 hedron archive to get up to 7 mana ASAP if dorks are played.
The only cards from Soi worth thought imo are:
Deathcap cultivator ~ in dork versions
Traverse the Ulvenwald ~ best to run hedron crawler to enable delirium, maybe warping wail as well.
Game trail ~ with 4 pilgrimages, traverse and/or warping wail, spell mastery would be easier to get making sure that the trails come into play untapped. This can enable running else forests > but then maybe pilgrimage can become dead in your hand?
Every other card mention needs to be answered with the question "what do you take out"?.
Taking it back to basics for week 1
All in on the ramp strat. Conduits to tutor/ramp, and being able to hide on the top of the deck has been relevant in testing so far.
Nihiri is in my 2 flex slots at the moment. I am also considering trialing a single sorin
The uptick in exiling effects almost wants me to play evolutionary leap in the sb.
I agree that I think the ramp spells will win out over the dorks, but that puts you in a spot where you only play 10-12ish creatures, and they are all your big threats. What happens if someone hits you with an EOT blessed reincarnation? It will bypass the 2nd ETB/on cast trigger and exile. Is there enough redundancy to push through 1-2 of those?
This amounts 16 cards that combine to make Ruin a T2, Rampant Growth. That also means the deck can afford cut 2 lands from it's mana base and function much like Tron does in modern (excluding the banning's that have and will change the deck). That said, the idea is to cycle cards to achieve the quickest ramp to 6. Note I say 6, because Ulvenwald Hydra is the gateway creature to 7, or if you are lucky enough, you'll be able to hit 7 lands by T4 off your natural ramp spells.
Notes on my SB, if the deck needs to go into the Eldrazi heavy plan Shrine of the Forsaken Gods can come in and offer the deck it's 24th land and acceleration to hit Titan's earlier. This plan is mainly against Control/ Grindy decks that will be looking to play extraction spells against us. The Quicker you get to Ulamog against slower decks and start chaining, the better things will go. Losing Ugin means the deck doesn't have 100% inevitably, but but your late game is still way above what other decks are doing.
On playing Dorks:
I never agreed with playing dorks, but Rattleclaw Mystic was so explosive that you couldn't build the deck without a full playset. Now, with Traverse the Ulvenwald the deck can achieve T2 G and C way more consistently.
The New dork, Deathcap Cultivator screams to be in some other shell, maybe I'm wrong, but I see the B and wonder if he's supposed to be paired with a B/G deck that is being brewed. As for the mana base, simple is better I think, but this is my week 1 version.
This amounts 16 cards that combine to make Ruin a T2, Rampant Growth. That also means the deck can afford cut 2 lands from it's mana base and function much like Tron does in modern (excluding the banning's that have and will change the deck). That said, the idea is to cycle cards to achieve the quickest ramp to 6. Note I say 6, because Ulvenwald Hydra is the gateway creature to 7, or if you are lucky enough, you'll be able to hit 7 lands by T4 off your natural ramp spells.
Notes on my SB, if the deck needs to go into the Eldrazi heavy plan Shrine of the Forsaken Gods can come in and offer the deck it's 24th land and acceleration to hit Titan's earlier. This plan is mainly against Control/ Grindy decks that will be looking to play extraction spells against us. The Quicker you get to Ulamog against slower decks and start chaining, the better things will go. Losing Ugin means the deck doesn't have 100% inevitably, but but your late game is still way above what other decks are doing.
On playing Dorks:
I never agreed with playing dorks, but Rattleclaw Mystic was so explosive that you couldn't build the deck without a full playset. Now, with Traverse the Ulvenwald the deck can achieve T2 G and C way more consistently.
The New dork, Deathcap Cultivator screams to be in some other shell, maybe I'm wrong, but I see the B and wonder if he's supposed to be paired with a B/G deck that is being brewed. As for the mana base, simple is better I think, but this is my week 1 version.
Voltage, lets break down/iron out the ideal manabase for the Ruin in their wake version of ramp.
If you feel you have it, can you break it down for the audience?
I havent gotten that far with that version.
I've been testing 4 hedron crawler, 4 pilgrimage and 4 veggies and it's been good and consistent so far.
How come nobody play the ulvenwald hydra in their list? That creature has been an absolute house in my testing. It comes down consistently on turn 4 as a 6/6 reach and you can grab either a rogue passage to start beating down or a shrine of the forsaken gods to ramp up to Ulamog.
I would suggest From Beyond instead of Explosive Vegetation. Card has been a complete boss. Allows you to ramp, chump block when needed, pressure control decks, and tutor for your eldrazi. Also makes sac effects useless.
I would suggest From Beyond instead of Explosive Vegetation. Card has been a complete boss. Allows you to ramp, chump block when needed, pressure control decks, and tutor for your eldrazi. Also makes sac effects useless.
You want to remove the most powerful ramp spell available, the one that enables stuff like T4 World Breakers, and add in a non-competitive enchantment? From Beyond has seen almost zero competitive play and only appears in a small handful of sideboards. The card is just too slow and you *don't* want to chump block with your ramp. You want to ramp. If you are not powering to cast your next big thing in this archetype, you are playing to lose slowly.
I've been fine with it. Smooths out some of the inconsistency of the deck. Ramp > ramp > ramp> well didn't draw a threat next game. Need to stabalize but I drew this ramp spell....
Yes it is slower but it makes up for it in other ways.
What does nahiri do? Draw you into more threats? Why not just play another threat in that slot?
Descend is one of the few sweepers that kills all your own threats dead, pretty sure you'd rather have a planar outburst or something instead (or,you know, more chandra).
Dromoka does seem good, and you even have a few free white sources with haven.
it cycles your lands and ramp spells when you have enough.
the main reason is the exile effect its a 4 mana versatile removal (x2 if it lives)
the ultimate isn't terrible either
Since the deck is only ramping to 1 Titan, I felt like we wouldn't miss it too much, but...hmm..
Shrine is not needed without Ugin.
I disagree with this. It is the tipping point on casting 2 spells, and after board that is often a world breaker + having warping wail mana up for protection.
Has anyone been testing with 4 Chandra. Here -x is so powerful but kills her so fast.
i think the only reason why people (including me) are running 3 instead of 4 is that you have stuff like oath of nissa to search for her and ramp spells to thin out your deck.
And while she is really powerful you'd rather draw into more world breakers, atarkas and ulamog later in the game.
Ya I have been running three as well. Deck has been working great. Just always trying to brew.
I think it's a mistake to cut Shrines; they let you cast 9-10 mana cards on turn 5-6. Also, Hangarback Walker is a great delirium enabler, as well as being excellent both early game to help survive and excellent late game as a huge threat. It synergizes well with Shrine, giving you something productive to do with 10+ mana late game, and it's awesome versus To The Slaughter which I think will commonly be used to kill off our Eldrazi titans.
Warping Wail is another card I think we should run, probably ~3 in the sideboard. It deals with Jace and is great in the mirror at keeping our opponents off of critical ramp spells, functions as emergency ramp itself, and also helps with delirium with it being an instant (especially as K-Return is probably the only md instant we want and that probably gets sided out).
The biggest thing I want to stress though is that we need *some* early game plays so we don't lose to aggro / tokens. Cards like Kozilek's Return, Sylvan Advocate, and Hangarback Walker are great, maindeckable cards that buy us precious time in the early game while also scaling well into the late game.
It's also important to note that Warping Wail is an answer to Infinite Obliteration which I think honestly is still one of the scariest things outside of aggro that this deck has to deal with. As far as early creatures go, my vote would be for Hangarback Walker if you can find a spot for it (most likely in the side) since it enables Delirium especially well while serving to get you closer to the turns you need to reach.
On a side note, I had some hilarious games against one of the new Tutelage decks because of the density of devoid cards in the deck. He almost never got double mill off of the triggers, and recurring World Breaker just shuts it down entirely.
Another hilarious matchup was the game against a Cryptolith Rite/Westvale Abbey deck where I kept him off of it for long enough to land a World Breaker just after the flip, and block/recurred until I drew into a clip wings for the win after 6 castings of World Breaker leaving him 3 lands.
It's nice that we get mentioned there. Someone in the comments pointed out that Gaea's Revenge is potentially very powerful against B/W Control due to the lack of any answer. I want to find room for at least 2 in my SB because I tend to agree. There is also a lot of talk about Ulvenwald Hydra, though the version of the deck I've been testing has been doing OK with out it and I acknowledge that it suffers from some flaws. Thoughts?
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Correct. The Axe forces you to discard. You don't need to be discarding already to cast it.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
11 Forest
2 Mountain
2 Cinder Glade
4 Sanctum of Ugin
2 Game Trail
2 Haven of the Spirit Dragon
2 Shrine of the Forsaken Gods
Creatures - 15
4 World Breaker
3 Dragonlord Atarka
4 Deathcap Cultivator
2 Ulamog, the Ceaseless Hunger
2 Hedron Crawler
4 Chandra, Flamecaller
Spells - 16
4 Explosive Vegetation
4 Nissa's pilgrimage
4 Oath of Nissa
3 Hedron Archive
1 Kozilek's Return
3 Jaddi Offshoot
2 Kozilek's Return
2 Roast
2 Oblivion Sower
1 Void Winnower
1 Ulamog, the Ceaseless Hunger
1 Orbs of Warding
1 Rending Volley
2 Clip Wings
The changes I’ve made and the reason are as follows:
For the lands; I’m dropping 2 Shrines and in their place I’m adding Game Trail. I’ve also dropped the Canopy Vista for a 2nd [Haven of the Spirit Dragon[/card]. My reasons behind these changes is that since we are no longer able to play Ugin; I don’t see the need to have 4 Shrines. I’ve also dropped the number of Ulamog’s down to 2 in the main deck. So I’m mostly concerned with getting to 7 lands instead of the 10. The two Game Trails should help get Chandra in play if I don’t have an Oath on the board; since I’ll be up to 6 sources of R. The 2nd Haven is to help cast DLA and also a way to get it back in my hand if DLA is in my graveyard.
My creature changes is that I’ve replaced the Rattleclaw’s that I was running before with Deathcap Cultivator. So I’ll still be running a total of 6 mana dorks to try and play a turn 3 Explosive Vegetation and get to a minimum of 6 mana of turn 4. I’ve moved one Ulamog to the SB and added a 3rd Dragonlord Atarka for another sweeper effect to help replace the loss of Ugin. It is a threat that they will need to answer since it puts people on a very short clock and the ETB effect can help clear the board.
As for the planewalkers; I was running a 3/2 split between Ugin/Chandra and I’m going to go with a full playset of Chandra’s. So if I need to be aggressive with her Minus ability I can; knowing that I have hopefully will have another copy to play later if needed.
Spells – Only change here is going back to having a single copy of KR in the main. Since I had 1 spot open I wasn’t 100% sure if I wanted to add another creature to the deck or another spell. KR should help as another possible earlier turn sweeper if needed.
My SB is a mess and some of my thought process with the choices are:
The 2 Clip Wings are in response to the decks that I expect to see that have flyers and also for a flipped Westvale Abbey that I expect to see play. Hopefully that if they do flip it; they won’t have any other flyers in play that they can sacrifice instead.
The Rending Volley takes care of Jace; Archangel Avacyn; activated Shambling Vent; Stormchaser Mage; Reflector Mage; and the like. I would like to get a 2nd copy in there; but I’m not sure what I want to take out to fit it.
The Oblivion Sowers might change to something else (Conduit of Ruin for the tutor effect; Kozilek for refilling the hand; Dragonlord Dromoka for the life gain and stopping the opponent from playing spells my turn; Thought-Knot Seer; etc.) The Dragonlord Dromoka can be played off the Haven’s so I wouldn’t need to change up the mana base and I could also drop the Shrines from 2 to 0 and add 2 more Haven’s instead.
I feel that with the 4 World Breakers and 3 DLA’s in the main that I have a pretty good way to deal with flyers and both can survive and block a flipped Avacyn; which I expect to see play.
I don’t currently have any plans to add Traverse the Ulvenwald; or Ulvenwald Hydra to the deck.
My reasoning behind this is that for Traverse; I already have Oath in the deck that I can use to look at the top three cards and take a Land, Creature or Planeswalker card and put it in my hand. Oath fixes my mana for casting a Chandra so I don’t need to worry as much having two mountains in play. Hitting Delirium I feel is going to be harder than people think for our deck. I can see us having creatures and sorcery spells in our graveyard most of the time and then maybe an artifact if people are playing Archives or Crawlers. We would have to sacrifice a land to get one in there and we are playing a few instants. But looking at what I had in my graveyard this past Friday night; I normally had 2 of the 4 types and I think I only had Delirium once over 7 games and that was a game I sacrificed a Haven to get DLA back out of my graveyard. I also don’t currently plan on playing Ruin so the added ability to fix my mana for Ruin to work as Rampant Growth is not there for me.
As for the Hydra, I’m just not sure if the ETB search for a land is enough of an effect to warrant it the deck. Having reach is nice because I think we are going to see lots of flyers in the format; but I would prefer it having Trample; so that it just can’t be chump blocked by a 1/1 all day. I just feel that our other creatures have a bigger effect on the battlefield we then come into play. DLA clears blockers or does 5 damage to a planeswalker. Ulamog exiles 2 cards and mills on attack. World Breaker exiles a land/artifact or enchantment and has reach; plus a way to get it back to our hand from the graveyard if killed.
Now I’ve not tested the Hydra and it might end up being a great sideboard card; but I don’t see it one that we want to run MD.
Arlinn; I’m not sure belongs in a Ramp deck. On the turn that we have 4 mana; we want to be playing explosive so that we can get to 6+ mana by turn 4. Once we have 6+ mana we want to be playing Chandra/World Breaker/DLA. We don’t run a lot of small creatures so the +1 giving +2/+2 and Vigilance and haste I don’t see being used often. Though a 10/10 trampling, Vigilance; hasty DLA is a scary thought.
The Gitrog Monster I’ve not tested at all and it does look interesting. 6/6 with deathtouch means that whatever blocks it dies and they are going to want to find a way to remove it since it can block most ground based attackers and still live. The playing an extra land each turn can offset the land that has to be sacrificed each turn and it gives a form of card draw in the process. I can maybe see it as a one of in the SB but it will require more testing.
Psy
Jeskai Control:42-23-5
Elves: 44-31-3
Red-Aggro: 18-9-0
B/G Energy 21-6-0
Previous Played:
G/r Ramp:125-72-3 - Bant CoCo:64-24-2 - Jeskai Saheeli: 62-25-4 - Mono Green Eldrazi: 22-11-2
Bant Aggro: 51-27-6 - U/W/g Midrange: 47-24-1 - Bant: 4-3-0
Beat a Bant Coco deck quite soundly in testing today, and one the first game against BW. Didn't have time for the next games which I expect would have been more difficult due to his SB almost certainly containing duress, more exile removal, and likely Infinite Obliteration. Still need answers to those. Considering Warping Wail.
4 Deathcap Cultivator
3 Dragonlord Atarka
1 Ulamog, the Ceaseless Hunger
4 World Breaker
Enchantments (3)
3 Oath of Nissa
Instants (3)
3 Kozilek's Return
Planeswalkers (3)
3 Chandra, Flamecaller
Sorceries (16)
4 Explosive Vegetation
4 Nissa's Pilgrimage
4 Ruin in Their Wake
4 Traverse the Ulvenwald
2 Cinder Glade
4 Evolving Wilds
8 Forest
2 Mountain
3 Sanctum of Ugin
4 Wastes
1 Ulamog, The Ceaseless Hunger
3 Clip Wings
3 Arlinn Kord
4 Nissa, Voice of Zendikar
4 Roast
Still not sure about the two PW in the sideboard.
2 Dragonlord Atarka
4 Sylvan Advocate
1 Ulamog, the Ceaseless Hunger
4 World Breaker
2 Jaddi Offshoot
Creatures [13]
3 Chandra, Flamecaller
Planeswalkers [3]
4 Explosive Vegetation
3 Hedron Archive
4 Kozilek's Return
4 Nissa's Pilgrimage
4 Oath of Nissa
Spells [19]
3 Cinder Glade
11 Forest
3 Mountain
4 Sanctum of Ugin
4 Shrine of the Forsaken Gods
land [25]
I would love to move something into my 2 Jaddi Offshoot, But it really played out well against the agro goblin atarka and agro eldrazi I play.
It's kinda funny how there is not stopping the combo's this deck hits. Over and Over
4 Deathcap Cultivator
4 Hedron Crawler - minus one for 4th Chandra?
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, etc.
3 Kozilek's return - aggro
3 Plummet - Dragons, Avacyn
1 Void Winnower - Mirror
Dorks might not be right. Ruin in their wake with dork or warping wail might be the better combination, question for me is the correct manabase. Going to have to review Voltages numbers and test it.
It might be right to play 4 Nissa's Pilgrimage and some game trails.
Might be right to have at least 2 hedron archive to get up to 7 mana ASAP if dorks are played.
The only cards from Soi worth thought imo are:
Deathcap cultivator ~ in dork versions
Traverse the Ulvenwald ~ best to run hedron crawler to enable delirium, maybe warping wail as well.
Game trail ~ with 4 pilgrimages, traverse and/or warping wail, spell mastery would be easier to get making sure that the trails come into play untapped. This can enable running else forests > but then maybe pilgrimage can become dead in your hand?
Every other card mention needs to be answered with the question "what do you take out"?.
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
Do you have his list.
Taking it back to basics for week 1
All in on the ramp strat. Conduits to tutor/ramp, and being able to hide on the top of the deck has been relevant in testing so far.
Nihiri is in my 2 flex slots at the moment. I am also considering trialing a single sorin
The uptick in exiling effects almost wants me to play evolutionary leap in the sb.
1 Plains
12 Forest
4 Shrine of the Forsaken Gods
3 Sanctum of Ugin
2 Blighted Woodlands
4 World Breaker
4 Chandra, Flamecaller
2 Dragonlord Atarka
2 Kozilek's Return
2 Ulamog, the Ceaseless Hunger
2 Nahiri, the Harbinger
4 Deathcap Cultivator
2 Conduit of Ruin
4 Nissa's Pilgrimage
4 Explosive Vegetation
2 Hedron Archive
1 Reclaiming Vines
2 Pulse of Murasa
2 Kozilek's Return
1 Kozilek, the Great Distortion
4 Thought-Knot Seer
4 Warping Wail
1 Void Winnower
Oath of Nissa
Traverse the Ulvenwald
Evolving Wilds
This amounts 16 cards that combine to make Ruin a T2, Rampant Growth. That also means the deck can afford cut 2 lands from it's mana base and function much like Tron does in modern (excluding the banning's that have and will change the deck). That said, the idea is to cycle cards to achieve the quickest ramp to 6. Note I say 6, because Ulvenwald Hydra is the gateway creature to 7, or if you are lucky enough, you'll be able to hit 7 lands by T4 off your natural ramp spells.
Here's my current list
4x Evolving Wilds
9x Forest
2x Mountain
4x Sanctum of Ugin
4x Wastes
Instant (3)
3x Kozilek's Return
Enchantment (4)
4x Oath of Nissa
Planeswalker (3)
3x Chandra, Flamecaller
4x Explosive Vegetation
4x Nissa's Pilgrimage
4x Ruin in Their Wake
4x Traverse the Ulvenwald
Creature (11)
2x Dragonlord Atarka
1x Ulamog, the Ceaseless Hunger
4x Ulvenwald Hydra
4x World Breaker
1x Chandra, Flamecaller
2x Conduit of Ruin
4x Jaddi Offshoot
1x Kozilek's Return
1x Kozilek, the Great Distortion
3x Roast
1x Shrine of the Forsaken Gods
1x Ulamog, the Ceaseless Hunger
1x Void Winnower
Notes on my SB, if the deck needs to go into the Eldrazi heavy plan Shrine of the Forsaken Gods can come in and offer the deck it's 24th land and acceleration to hit Titan's earlier. This plan is mainly against Control/ Grindy decks that will be looking to play extraction spells against us. The Quicker you get to Ulamog against slower decks and start chaining, the better things will go. Losing Ugin means the deck doesn't have 100% inevitably, but but your late game is still way above what other decks are doing.
On playing Dorks:
I never agreed with playing dorks, but Rattleclaw Mystic was so explosive that you couldn't build the deck without a full playset. Now, with Traverse the Ulvenwald the deck can achieve T2 G and C way more consistently.
The New dork, Deathcap Cultivator screams to be in some other shell, maybe I'm wrong, but I see the B and wonder if he's supposed to be paired with a B/G deck that is being brewed. As for the mana base, simple is better I think, but this is my week 1 version.
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
Voltage, lets break down/iron out the ideal manabase for the Ruin in their wake version of ramp.
If you feel you have it, can you break it down for the audience?
I havent gotten that far with that version.
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 come nobody play the ulvenwald hydra in their list? That creature has been an absolute house in my testing. It comes down consistently on turn 4 as a 6/6 reach and you can grab either a rogue passage to start beating down or a shrine of the forsaken gods to ramp up to Ulamog.
+ 1 Shrine of the Forsaken Gods
-1 Oath of Nissa
Since the deck is only ramping to 1 Titan, I felt like we wouldn't miss it too much, but...hmm..
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
Shrine is not needed without Ugin.
T1:Land
T2:Land, crawler
T3:Land, veggies
T4:Land, Hydra grab Shrine
T5:shrine, Ulamog
You want to remove the most powerful ramp spell available, the one that enables stuff like T4 World Breakers, and add in a non-competitive enchantment? From Beyond has seen almost zero competitive play and only appears in a small handful of sideboards. The card is just too slow and you *don't* want to chump block with your ramp. You want to ramp. If you are not powering to cast your next big thing in this archetype, you are playing to lose slowly.
Yes it is slower but it makes up for it in other ways.
it cycles your lands and ramp spells when you have enough.
the main reason is the exile effect its a 4 mana versatile removal (x2 if it lives)
the ultimate isn't terrible either
I disagree with this. It is the tipping point on casting 2 spells, and after board that is often a world breaker + having warping wail mana up for protection.
Ya I have been running three as well. Deck has been working great. Just always trying to brew.
It's also important to note that Warping Wail is an answer to Infinite Obliteration which I think honestly is still one of the scariest things outside of aggro that this deck has to deal with. As far as early creatures go, my vote would be for Hangarback Walker if you can find a spot for it (most likely in the side) since it enables Delirium especially well while serving to get you closer to the turns you need to reach.
On a side note, I had some hilarious games against one of the new Tutelage decks because of the density of devoid cards in the deck. He almost never got double mill off of the triggers, and recurring World Breaker just shuts it down entirely.
Another hilarious matchup was the game against a Cryptolith Rite/Westvale Abbey deck where I kept him off of it for long enough to land a World Breaker just after the flip, and block/recurred until I drew into a clip wings for the win after 6 castings of World Breaker leaving him 3 lands.
http://www.starcitygames.com/article/32705_The-Decks-To-Beat-At-SCGBALT.html
It's nice that we get mentioned there. Someone in the comments pointed out that Gaea's Revenge is potentially very powerful against B/W Control due to the lack of any answer. I want to find room for at least 2 in my SB because I tend to agree. There is also a lot of talk about Ulvenwald Hydra, though the version of the deck I've been testing has been doing OK with out it and I acknowledge that it suffers from some flaws. Thoughts?