Like the UG Ramp decks we already know, this deck can put crazy amounts of mana into play very fast. It however differs in that it plays a few combos:
Tale's End + Lotus Field: By countering the triggered ability of Lotus Field, you get a land that produces 3 mana.
Tale's End + Uro: Countering Uro's sacrifice means that you get to keep your 6/6. You can stack the ability in the order you like so that you can first let Uro bring the land into play to have the two mana for Tale's End. This provides the potential to stick your 6/6 Uro on turn 3 on the board with Grazer.
Kiora, Behemoth Beckoner + Lotus Field: Untapping a land that nets you 3 mana is powerful.
Kiora, Behemoth Beckoner + Uro: Even if you have to sacrifice Uro, he's still a 6 power creature that lets you draw with Kiora.
Lotus Field + Uro : Lotus Field provides you 2 card for your graveyard to fuel the escape. Uro also allows you to play the tapped land with Uro's land-drop so that you don't have to play it with your regular land-drop.
Cavalier of Thorns + Uro: Cavalier of Thorns is likely the best card in standard at fueling escape. It gives you the needed five cards and often it will put an Uro in your graveyard without you having played Uro.
While Tale's End's prime function is to counter your own triggered abilities, it's also as fine card for countering important spells of your opponent like Embercleave or Nissa.
Kiora Bests the Sea God is a card that's good at locking up the game as it comes with 3 powerful modes. It will often be a card that Cavalier of Gales puts on top when he dies.
I'm not sure about the distribution between Castle's and Fabled Passage. All of them have their own advantages.
I don't think Kiora Bests the Sea God is the best top end spell. Therest of the deck seems really fun, but I'm not convinced it's competitive. It seems at first glace to be light on powerful cards in exchange for cute synergies. If Uro, Titan of Nature's Wrath + Cavalier of Thorns is good, it will be good in any ramp shell and if it's not I don't think adding in more cards to make Uro work is worth it. Nissa is just so absurd I feel like every ramp deck should run it. Kiora seems like it's going to be growth spiral 9-11 which just seems excessive, and I've been burned enough times for running lotus petal that I am weary of adding it to any deck. I'm interested in your results though. Maybe I'm wrong.
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3 Island
4 Temple of Mystery
4 Castle Garenbrig
4 Breeding Pool
3 Castle Vantress
4 Lotus Field
1 Fabled Passage
4 Tale's End
4 Growth Spiral
3 Kiora, Behemoth Beckoner
4 Uro, Titan of Nature's Wrath
4 Cavalier of Thorns
4 Hydroid Krasis
3 Kiora Bests the Sea God
Like the UG Ramp decks we already know, this deck can put crazy amounts of mana into play very fast. It however differs in that it plays a few combos:
Tale's End + Lotus Field: By countering the triggered ability of Lotus Field, you get a land that produces 3 mana.
Tale's End + Uro: Countering Uro's sacrifice means that you get to keep your 6/6. You can stack the ability in the order you like so that you can first let Uro bring the land into play to have the two mana for Tale's End. This provides the potential to stick your 6/6 Uro on turn 3 on the board with Grazer.
Kiora, Behemoth Beckoner + Lotus Field: Untapping a land that nets you 3 mana is powerful.
Kiora, Behemoth Beckoner + Uro: Even if you have to sacrifice Uro, he's still a 6 power creature that lets you draw with Kiora.
Lotus Field + Uro : Lotus Field provides you 2 card for your graveyard to fuel the escape. Uro also allows you to play the tapped land with Uro's land-drop so that you don't have to play it with your regular land-drop.
Cavalier of Thorns + Uro: Cavalier of Thorns is likely the best card in standard at fueling escape. It gives you the needed five cards and often it will put an Uro in your graveyard without you having played Uro.
While Tale's End's prime function is to counter your own triggered abilities, it's also as fine card for countering important spells of your opponent like Embercleave or Nissa.
Kiora Bests the Sea God is a card that's good at locking up the game as it comes with 3 powerful modes. It will often be a card that Cavalier of Gales puts on top when he dies.
I'm not sure about the distribution between Castle's and Fabled Passage. All of them have their own advantages.