Not looking for feedback on a specific build (yet), but I wanted to continue the discussion of the "Bio-Ramp" deck from the Standard New Card forum. Specifically I want to know if anyone has had any competitive or practice experience with it yet, and whether you find it viable in Standard.
I am very interested in the colors blue/ green
as of right now i have a u/g ramp control
its bombs are aetherlings (of course) and progenitor mimic( copying sylvian primortial, aetherling, master biomancer)
it does a great job at ramping and being able to control which spells hit the board and dont.
the only problem is that i generate alot of mana but i dont have to much to do with all of it.
im looking at mist cutter hydra for sure
suggestions for good ramp targets?
Yeah, don't hestitate to override this thread if you want to build a real primer - I remember your ideas were already very interesting compared to what I described in the initial post.
A crucial card for this deck, IMO, seems to be Give // Take. With Gyre Sage, you ramp for 3 in one turn. With Fathom Mage, you draw 3 cards and get a 4/4 without fusing, and if you do fuse, it gets a bit ridiculous. And if for some reason you get tired of your Kalonian Hydra and decide to use Take on it ... I honestly don't want to talk about it.
I love the idea of Phrophet + Colossus in here, good find! I had also considered garruk's horde as a means to have even more flash creature fun. Not sure about give/take though, seems win more to me due to its sorcery speed limitation (can't respond to removal on your guys with take for instance). I would rather play 4 x urban evolution for the mana ramp and card draw.
The problem I see with UG is that there isn't any way to deal with Supreme Verdict. You can't counter it, and don't have any options to save your team via regeneration/indestructibility. Coupled with relying on mana elves to ramp and it seems like a good way to get blown out.
That deck is very strange. Why the hippocamps and satyrs? Why the useless win-more enchantments? Why no urban evolution, which is one of the best reasons to play UG in the first place? Where is your bounce? What do you do against a fast aggro deck?
This is the list I'm building. Originally it had Elvish Mystic instead of Experiment One but I really want to test the later since I have so many ways to evolve it and it can fulfill several roles (beater vs control, speedbump against aggro).
I like Polukranos, World Eater's interaction with Bow of Nylea (attack, activate monstrosity > ping everything with deathtouch). The bow's other abilities can come in handy as well, especially the counters and life gain.
Simic Manipulator is that bit of spice that I always like to throw on decks I make and I think it could be worth it since its surrounded by things that work well with it. As long as you can steal 1 creature with it its paid its price.
Not looking for feedback on a specific build (yet), but I wanted to continue the discussion of the "Bio-Ramp" deck from the Standard New Card forum. Specifically I want to know if anyone has had any competitive or practice experience with it yet, and whether you find it viable in Standard.
The idea is to quickly ramp up using Elvish Mystic, Sylvan Caryatid and Gyre Sage, then play win conditions like Kalonian Hydra, Primeval Bounty or Garruk, Caller Of Beasts early on. Blue is added to allow for Prophet Of Kruphix, Plasma Capture and more. There's potential for a strong +1/+1 counter theme with cards like Gyre Sage, Kalonian Hydra, Vorel Of Hull Clade, Fathom Mage etc.
Anyone into this at the moment?
as of right now i have a u/g ramp control
its bombs are aetherlings (of course) and progenitor mimic( copying sylvian primortial, aetherling, master biomancer)
it does a great job at ramping and being able to control which spells hit the board and dont.
the only problem is that i generate alot of mana but i dont have to much to do with all of it.
im looking at mist cutter hydra for sure
suggestions for good ramp targets?
Still working on my version though, I'll post a list soon...
A crucial card for this deck, IMO, seems to be Give // Take. With Gyre Sage, you ramp for 3 in one turn. With Fathom Mage, you draw 3 cards and get a 4/4 without fusing, and if you do fuse, it gets a bit ridiculous. And if for some reason you get tired of your Kalonian Hydra and decide to use Take on it ... I honestly don't want to talk about it.
Uhmmm you got my attention now !!
http://forums.mtgsalvation.com/showthread.php?t=538289
Initial testing is putting up some great numbers
Sig banner courtesy of Miraculous Recovery Signatures
2 Arbor Colossus
3 Polukranos, World Eater
3 Scavenging Ooze
1 Simic Manipulator
4 Experiment One
4 Gyre Sage
3 Master Biomancer
4 Give / Take
4 Urban Evolution
1 Cyclonic Rift
+ 25 lands including a Rogue's Passage
I like Polukranos, World Eater's interaction with Bow of Nylea (attack, activate monstrosity > ping everything with deathtouch). The bow's other abilities can come in handy as well, especially the counters and life gain.
Simic Manipulator is that bit of spice that I always like to throw on decks I make and I think it could be worth it since its surrounded by things that work well with it. As long as you can steal 1 creature with it its paid its price.