After Hour of Promise has rotated (it will be missed) and Circuitous Route as its best replacement + a reprint of Gift of Paradise (in M19) I think it is a good time to brew a ramp deck for the new Standard format.
Also didn't see Settle the Wreckage granted it does give the opponent a land.
Also doesn't Deafening Clarion do damage to all creatures including yours?
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I'm not sure why I'd want Settle over Cleansing Nova. Clarion does hit all creatures, which doesn't impact my deck in the slightest as I don't play 3-toughness creatures (or many creatures at all).
As far as Settle vs Cleansing Nova it's just instant speed vs sorcery speed and the artifact and enchantment removal.
And I didn't imply that Deafening Clarion affected the deck as it sat in sideboard...only wanted clarification...
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I think that Nova is the better option for this deck, not giving lands to the opponent and having the option to remove artifacts and enchantments far outweighs the 1-mana difference and the deck operates at sorcery speed anyway so the instant speed isn't really a concern.
imo, well he was just testing the deck to see how far he could go. At it's best its about roughly 9 mana at turn 5. Chromatic Lantern opens the door to let the deck go 5 color if it needs to which I believe was the original intention of the deck. Omniscience was a 1 of so don't think this card was held in high regard, but in retrospect he did state that he did want to dump that mana into high powered spells.
Just to keep things 100, not going to get into the distinctions between Temur and Naya removal. That conversation just splits hairs and doesn't go anywhere.
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Speaking of Knight of Autumn, I considered maindecking it over Thrashing Brontodon but I'm not convinced yet.
The dino is a better blocker and having the option to remove an artifact/enchantment at will (with a mana open) instead of having to time its EtB ability also seems better.
I've also added copies of Shalai and The Immortal Sun to the SB taking out Chandra which is probably just a win-more card.
Another potentially good finisher I consider for the deck is March of the Multitudes which can work well even without convoke to generate a big board with all the mana this deck can sink into it.
Speaking of Knight of Autumn, I considered maindecking it over Thrashing Brontodon but I'm not convinced yet.
The dino is a better blocker and having the option to remove an artifact/enchantment at will (with a mana open) instead of having to time its EtB ability also seems better.
I've also added copies of Shalai and The Immortal Sun to the SB taking out Chandra which is probably just a win-more card.
Another potentially good finisher I consider for the deck is March of the Multitudes which can work well even without convoke to generate a big board with all the mana this deck can sink into it.
Hi,
Nice to see a fellow ramp player. Last season I also played ramp (Temur Wurm), insanely fun deck to play. I was afraid Ramp would be lost after rotation, but it turns out we got some nice tools in return making it still very viable.
This is the list I currently play in MTG Arena and will be taking to my LGS tomorrow. I must say it feels solid, I'm playing a lot of big mana value, but there's room for improvement. Nonetheless I've won several games either by gaining enough life with Tatyova and/or Pelakka Wurm to takeover the game and win, or just keep having wipes + blockers into ramp so that I can Banefire for lethal. The very fast decks are difficult, and mono green lists that ramp into Ghalta/Gigantosaur. My only out there is Justice Strike.
I was just thinking.. one of my friends also made the suggestion. Would a singleton Nexus of Fate fit the deck?
To be honest your list seems to lack focus imho and going 4-colors adds unnecessary mana issues to the deck
(especially without fixers like Gift of Paradise and Chromatic Lantern).
Niv-Mizzet, Parun should probably not be in the deck especially with 10x lands which can't tap for either red or blue.
Verdant Force is probably not good enough and same goes for Tatyova, having better threats like Lyra and Carnage Tyrant would be much better imho. Nezahal and Meteor Golem seem like SB cards than maindeck ones and the golems seems really underwhelming without a way to blink it or continuously reanimate it.
Yeah agreed, this list was a first draft and "we'll see how this goes". Well, 0-4 with 1-8 in games made it clear enough hehe. This needs loads of tweaking, e.g. your suggestion of Chromatic Lantern among others. There's currently a lot of highcost do-nothing in the deck I should get rid off.
I haven't considered Guild Summit as it isn't a Gate-focused deck (I just have 2x to be able to find dual-lands with Circuitous Route).
Blue is only a micro-splash here for Negate and if I'm to splash another card it might as well be Search for Azcanta.
I am currently playing Naya Ramp with Dino’s. While it’s not the uninteractive Ramp style you prefer I have been having success with it. The Dinosaurs were strong but overshadowed by the crazy power level kaladesh had. At the moment they are positioned well and the ability to lean on their unique tribal rampant growth allows them to pack less ramp and more interaction. I have built this one as more middle of the road as far as ramp goes. Not all in on little creature but not all in on a few big threats either.
With migration you don’t need mana dorks to hit t3 route, so you can run main deck clarion without penalizing yourself. You also aren’t going all in on getting to 7-8 mana so you can afford to drop the gifts for main deck novas which can actually be used to sweep enchantments. The deck is smoothed out by the power of Commune. Being able to fill your hand with big Dino or land depending on what you lack.
And yeah, the Elf dies to removal. You play it as a booster to fasten up your deck. I think, DCteamup would agree. If you loose him in turn 3-5, it doesn't really matter. As I said, your deck is turn 1: do nothing, turn 2: do nothing, turn 3: ramp, turn 4: ramp, turn 5: do something for 7-8 mana... ...which probably is Carnage Tyrant or Fight with Fire. I don't see that working.
If you want to stay creatureless, get rid of your own creatures and main board your mass removal. You are basicly just winning with this deck if your opponent does nothing.
I don't think that the Elf would really make a difference here besides turning on opponents' removal.
Casting Route on turn 3 isn't that crucial and the deck does have interaction to play while ramping or looking for finishers.
3x Seal Away/Lightning Strike and 3x Ixalan's Binding and also Fight with Fire and Banefire (in desperate situations). Gift also helps mitigate the damage taken in the early turns and Compass is a potential turn 2 play.
Taking out the creatures would make the matchup against control much worse and would require me to find 2x Banefire to have a any chance of winning.
I've tried mainboarding wraths but having Brontodon seems better as it also slows down aggro decks and serves as maindeck answer to artifacts/enchantments and a way to pressure opposing slow/controling decks.
Jason839,
The Dino list looks pretty solid though I'd probably keep Nova in the SB and maindeck Binding as your main win-con's are creatures.
3x Gishath seems too much, I'd probably play 1x and add 2x Carnage Tyrant instead.
Probably a good call on the binding. It’s hard for a lot of decks to deal with turn 4 Gishath but you may be right about lowering the numbers. Need to get more games in.
Are you guys finding that later on in the game you just kinda stall out? It’s been happening to me enough that I’m considering adding some more draw to the deck.
@Controlfreakk; River’s Rebuke is awesome. It buys time when needed or just simply clears the board of literally everything, not to even speak of getting enemy tokens of the board forever. Most of the time you bounce so many things they can’t recast in a single turn because of the combined cmc, and from there you can start to get ahead.
I’ve played the compass last season in Temur Wurm and it rocked. I used it mostly to prevent a creature from attacking and you’re up to 7 lands in no time, and when it flips you get an extra land.
The only downside now compared to them is now we cast Circuitous Route to get 2 lands and basically skip a turn and also being defenseless. Last season you played Hour of Promise that also found 2 land, but then also left behind 2 blockers to not leave you open to anything. Should the lack of the 2 blockers be compensated by life gain in the form of Gift of Paradise perhaps? But what to cut? Back in last season I only played 4 Sifter Wurm, other than that just ramp and removal. I did however play 3 compass and 4 Gift of paradise, combined with 7 board wipes in the form of Sweltering Suns and Hour of Devastation.
I think we can get a decent ramp deck online without a doubt, it’s just figuring out what should be in and out, also for colors. Green is obvious, but other than that we have ways to go. For fixing we can play Chromatic Lantern.
Llanowar Elves; not so sure. Elvish Rejuvenator; awesome! Dig 5, find and play a land, leave behind a blocker for just 3 mana. Maybe for that reason skip Llanowar completely and go full on 1-2 cmc removal? Also I think 4 Deafening Clarion is a must, even over Cannonade as red sometimes plays the 1/1 goblins which are pirates as well
I think that there are some intersting card options to debate for this deck:
# Gift of Paradise vs. Elvish Rejuvenator in the 3-drop ramp slot (alongside Grow from the Ashes): Gift is potentially better against aggro with the 3-life it gains over a chump-blocker especially preventing getting burned to death. Gift also helps better with color fixing enabling various splash cards outside of the core ones (for instance Negate in a Naya deck) and can't whiff like the Elf can.
The Elf offers a body which occasionally attack in slow matchups and maybe even trade (or stonewall) with 1-toughness creatures and it also reduces the chances of drawing extra lands later in the game unlike Gift.
Overall I favor Gift at the moment.
Regarding Thunderherd Migration, I'm not sure if it is good enough with only 8x dinosaurs in the deck.
# Carnage Tyrant vs. Pelakka Wurm in the creature-finisher slot:
The dino is much better against control/midrange as it ignores spot removal and countermagic (and costs 1-less mana) while the Wurm offers much better stabilization against aggro/burn with the lifegain and replaces itself if it is forced to be traded away in combat.
Another card which I haven't tested in the deck so far but probably has potential is March of the Multitudes.
While the first copy can't really take advantage of "Convoke" (unlike the following copies) the massive amounts of mana the deck produces more than makes up for it.
Being an instant and making lifelink tokens has benefits against control and aggro respectively though being weak to cheap sweepers (Clarion/Cannonade, Demise and mainly Chainwhirler is a big concern).
The card seems very good but I'm not sure whether it is good enough for the maindeck taking away slots from fatties and Banefire
(I wouldn't replace Fight with Fire as it is both good as early removal and a lategame finisher/sweeper).
I dug up my old Temur Wurm list and made a old -> new list for the current standard format, not set in stone so we can take the changes from there. I just kept everything as is, so removal for removal, ramp for ramp, same cmc where possible.
The wurm replaced by another wurm for the sake of lifegain and potentially draw a card.
Removal kept as is, 5 spot removal, 4 sweepers. We don't need to worry about indestructible atm.
The Mind and Memory halves were used to draw cards, we're down in card draw a bit (8 -> 4), but can regain it with Chemister's Insight.
The compass is either ramp or to keep a attacker from coming at you. It does serious work keeping big stuff (or small stuff) at bay.
Thunderherd Migration belongs in the RG ramp deck that sees play now, not in the Wurm deck. In the RG Dino's list I can see it work perfectly fine.
I agree on March of the Multitudes, I ran it last week, see my list. It comes out of nowhere and we can easily cast it for X=7 or higher assuming 10 mana. I think my posted SB is quite OK actually, with Shalai in the back of mind.
Playing Blue just for Chemister's Insight isn't worth it imho, the card isn't even that great in a ramp deck.
After losing Spring // Mind and Commit // Memory Blue has little to offer the deck (besides Negate) imho. Nicol Bolas, the Ravager could be pretty good and the deck can flip it quickly but is rather vulnerable before you can untap with it and can also be removed in response to the activation so this is risky as one of the few finishers of the deck.
That's why I decide to go with White as the third color as it offer better targeted removal and sweepers than Red to enhance the deck's answers.
After losing notable removal spells like: Abrade, Sweltering Suns and Hour of Devastation and good PW finishers like Chandra and Nicol Bolas I think that playing white for removal is a good idea, especailly for:
Deafening Clarion, Cleansing Nova and also Seal Away/Ixalan's Binding.
I went with Naya as my colors with Negate in the SB as splashing it is basically free with the mana fixing in the deck.
Choosing the win-cons is the harder part imho though I still like Fight with Fire + Banefire the best but besides it the main options I see are:
Pelakka Wurm, Carnage Tyrant, Multani, Yavimaya's Avatar, Chandra, Bold Pyromancer (yes, a PW deck card),
Palladia-Mors, the Ruiner, Etali, Primal Storm and Lathliss, Dragon Queen.
There are also: Zacama, Primal Calamity, Zetalpa, Primal Dawn and Impervious Greatwurm but those seem a bit ambitious and slow even for a ramp deck an won't necessarily win the game on their own.
I'm leaning towards Carnage Tyrant (hard to interact with) for now but that might change.
Here is my idea for a list:
4x Pelakka Wurm
Sorcery (21)
4x Grow from the Ashes
4x Circuitous Route
4x Fight with Fire
3x Banefire
3x Deafening Clarion
3x Cleansing Nova
Enchantment (4)
4x Gift of Paradise
Artifact (3)
2x Thaumatic Compass
1x The Immortal Sun
4x Rootbound Crag
3x Temple Garden
3x Sacred Foundry
1x Selesnya Guildgate
1x Boros Guildgate
1x Arch of Orazca
5x Forest
4x Mountain
2x Plains
1x Island
4x Negate
4x Deathgorge Scavenger
3x Ixalan's Binding
1x Lyra Dawnbringer
3x Carnage Tyrant
Tokens version:
4x Elvish Rejuvenator
1x Shalai, Voice of Plenty
2x Pelakka Wurm
Instant (4)
4x March of the Multitudes
Sorcery (17)
2x Banefire
3x Deafening Clarion
4x Fight with Fire
4x Grow from the Ashes
4x Circuitous Route
Artifact (4)
2x Thaumatic Compass
2x The Immortal Sun
3x Ixalan's Binding
Land (25)
4 Rootbound Crag
3x Sacred Foundry
3x Temple Garden
1x Selesnya Guildgate
1x Boros Guildgate
1x Arch of Orazca
5x Forest
3x Mountain
3x Plains
1x Island
4x Negate
3x Cleansing Nova
4x Deathgorge Scavenger
1x Lyra Dawnbringer
3x Carnage Tyrant
Blue Splash Mirari-Recollect-Ral version:
2x Ral, Izzet Viceroy
Enchantment (8)
2x Search for Azcanta
4x Gift of Paradise
2x The Mirari Conjecture
Sorcery (18)
2x Banefire
3x Deafening Clarion
4x Fight with Fire
2x Recollect
4x Grow from the Ashes
3x Circuitous Route
3x Lightning Strike
4x Chemister's Insight
Land (25)
4x Rootbound Crag
4x Steam Vents
4x Hinterland Harbor
6x Forest
4x Mountain
2x Island
1x Plains
4x Negate
3x Lava Coil
2x Ixalan's Binding
2x Star of Extinction
2x Pelakka Wurm
2x Nezahal, Primal Tide
Imo,
I think Star of Extinction / Fight with Fire / Banefire / Inescapable Blaze to drop the hammer are good.
Also didn't see Settle the Wreckage granted it does give the opponent a land.
Also doesn't Deafening Clarion do damage to all creatures including yours?
-Stay Frosty
Clarion does hit all creatures, which doesn't impact my deck in the slightest as I don't play 3-toughness creatures (or many creatures at all).
And I didn't imply that Deafening Clarion affected the deck as it sat in sideboard...only wanted clarification...
-Stay Frosty
http://www.starcitygames.com/decks/123908
Regarding Todd's deck, I don't really like many of the card choices (Lantern, Lotus, Omniscience) there and think that Blue has little to offer for a ramp deck besides the card draw which is indeed the weak point in my Naya version so I consider:
Vance's Blasting Cannons, Experimental Frenzy or The Immortal Sun for the SB as card advantage engines.
Also Temur has much worse removal than what White offers the deck.
Just to keep things 100, not going to get into the distinctions between Temur and Naya removal. That conversation just splits hairs and doesn't go anywhere.
-Stay Frosty
Ixalan's Binding would still be in the deck to deal with bigger creatures though with Assassin's Trophy and Knight of Autumn in the format it isn't as permanent a removal as it used to be.
Speaking of Knight of Autumn, I considered maindecking it over Thrashing Brontodon but I'm not convinced yet.
The dino is a better blocker and having the option to remove an artifact/enchantment at will (with a mana open) instead of having to time its EtB ability also seems better.
I've also added copies of Shalai and The Immortal Sun to the SB taking out Chandra which is probably just a win-more card.
Another potentially good finisher I consider for the deck is March of the Multitudes which can work well even without convoke to generate a big board with all the mana this deck can sink into it.
Nice to see a fellow ramp player. Last season I also played ramp (Temur Wurm), insanely fun deck to play. I was afraid Ramp would be lost after rotation, but it turns out we got some nice tools in return making it still very viable.
This is the list I currently play in MTG Arena and will be taking to my LGS tomorrow. I must say it feels solid, I'm playing a lot of big mana value, but there's room for improvement. Nonetheless I've won several games either by gaining enough life with Tatyova and/or Pelakka Wurm to takeover the game and win, or just keep having wipes + blockers into ramp so that I can Banefire for lethal. The very fast decks are difficult, and mono green lists that ramp into Ghalta/Gigantosaur. My only out there is Justice Strike.
I was just thinking.. one of my friends also made the suggestion. Would a singleton Nexus of Fate fit the deck?
4x Elvish Rejuvenator
4x Llanowar Elves
1x Meteor Golem
1x Nezahal, Primal Tide
1x Niv-Mizzet, Parun
4x Pelakka Wurm
2x Tatyova, Benthic Druid
1x Verdant Force
Sorceries - 12
2x Banefire
2x Circuitous Route
3x Deafening Clarion
4x Grow from the Ashes
1x River's Rebuke
1x Chemister's Insight
1x Justice Strike
3x Shivan Fire
Planeswalkers - 1
1x Teferi, Hero of Dominaria
Lands - 24
1x Arch of Orazca
6x Forest
1x Hinterland Harbor
3x Island
2x Izzet Guildgate
3x Mountain
2x Plains
4x Rootbound Crag
1x Selesnya Guildgate
1x Steam Vents
2x Carnage Tyrant
2x Fiery Cannonade
1x Inescapable Blaze
1x Knight of Autumn
2x Lyra Dawnbringer
1x March of the Multitudes
3x Negate
2x Sentinel Totem
1x Shivan Fire
(especially without fixers like Gift of Paradise and Chromatic Lantern).
I'd avoid Llanowar Elves in a go-big ramp deck (rather than a lower curve deck) especailly with the maindeck Deafening Clarion.
Instead I'd add more Circuitous Route and Gift of Paradise (I prefer it to Elvish Rejuvenator for the lifegain).
Niv-Mizzet, Parun should probably not be in the deck especially with 10x lands which can't tap for either red or blue.
Verdant Force is probably not good enough and same goes for Tatyova, having better threats like Lyra and Carnage Tyrant would be much better imho.
Nezahal and Meteor Golem seem like SB cards than maindeck ones and the golems seems really underwhelming without a way to blink it or continuously reanimate it.
I prefer Banefire + Fight with Fire to Sylvan Awakening which is a rather questionable finisher and has low to zero utility besides that.
I haven't considered Guild Summit as it isn't a Gate-focused deck (I just have 2x to be able to find dual-lands with Circuitous Route).
Blue is only a micro-splash here for Negate and if I'm to splash another card it might as well be Search for Azcanta.
4x Burning Sun’s Avatar
3x Gishath, Sun’s Avatar
2x Wakening Sun’s Avatar
1x Zacama, Primal Calamity
4x Commune with Dinosaurs
4x Thunderherd Migration
4x Deafening Clarion
4x Circuitous Route
3x Cleansing Nova
2x Banefire
4x Temple Garden
4x Sacred Foundry
4x Rootbound Crag
4x Sunpetal Grove
2x Forest
2x Mountain
2x Plains
2x Island
1x Arch of Orazca
3x Viridian Sun’s Avatar
3x Ixalan’s Binding
3x Carnage Tyrant
2x Nezahal, Primal Tide
With migration you don’t need mana dorks to hit t3 route, so you can run main deck clarion without penalizing yourself. You also aren’t going all in on getting to 7-8 mana so you can afford to drop the gifts for main deck novas which can actually be used to sweep enchantments. The deck is smoothed out by the power of Commune. Being able to fill your hand with big Dino or land depending on what you lack.
I don't think that the Elf would really make a difference here besides turning on opponents' removal.
Casting Route on turn 3 isn't that crucial and the deck does have interaction to play while ramping or looking for finishers.
3x Seal Away/Lightning Strike and 3x Ixalan's Binding and also Fight with Fire and Banefire (in desperate situations).
Gift also helps mitigate the damage taken in the early turns and Compass is a potential turn 2 play.
Taking out the creatures would make the matchup against control much worse and would require me to find 2x Banefire to have a any chance of winning.
I've tried mainboarding wraths but having Brontodon seems better as it also slows down aggro decks and serves as maindeck answer to artifacts/enchantments and a way to pressure opposing slow/controling decks.
Jason839,
The Dino list looks pretty solid though I'd probably keep Nova in the SB and maindeck Binding as your main win-con's are creatures.
3x Gishath seems too much, I'd probably play 1x and add 2x Carnage Tyrant instead.
@Controlfreakk; River’s Rebuke is awesome. It buys time when needed or just simply clears the board of literally everything, not to even speak of getting enemy tokens of the board forever. Most of the time you bounce so many things they can’t recast in a single turn because of the combined cmc, and from there you can start to get ahead.
I’ve played the compass last season in Temur Wurm and it rocked. I used it mostly to prevent a creature from attacking and you’re up to 7 lands in no time, and when it flips you get an extra land.
The only downside now compared to them is now we cast Circuitous Route to get 2 lands and basically skip a turn and also being defenseless. Last season you played Hour of Promise that also found 2 land, but then also left behind 2 blockers to not leave you open to anything. Should the lack of the 2 blockers be compensated by life gain in the form of Gift of Paradise perhaps? But what to cut? Back in last season I only played 4 Sifter Wurm, other than that just ramp and removal. I did however play 3 compass and 4 Gift of paradise, combined with 7 board wipes in the form of Sweltering Suns and Hour of Devastation.
I think we can get a decent ramp deck online without a doubt, it’s just figuring out what should be in and out, also for colors. Green is obvious, but other than that we have ways to go. For fixing we can play Chromatic Lantern.
Llanowar Elves; not so sure. Elvish Rejuvenator; awesome! Dig 5, find and play a land, leave behind a blocker for just 3 mana. Maybe for that reason skip Llanowar completely and go full on 1-2 cmc removal? Also I think 4 Deafening Clarion is a must, even over Cannonade as red sometimes plays the 1/1 goblins which are pirates as well
Cheers
DC
# Gift of Paradise vs. Elvish Rejuvenator in the 3-drop ramp slot (alongside Grow from the Ashes):
Gift is potentially better against aggro with the 3-life it gains over a chump-blocker especially preventing getting burned to death.
Gift also helps better with color fixing enabling various splash cards outside of the core ones (for instance Negate in a Naya deck) and can't whiff like the Elf can.
The Elf offers a body which occasionally attack in slow matchups and maybe even trade (or stonewall) with 1-toughness creatures and it also reduces the chances of drawing extra lands later in the game unlike Gift.
Overall I favor Gift at the moment.
Regarding Thunderherd Migration, I'm not sure if it is good enough with only 8x dinosaurs in the deck.
# Carnage Tyrant vs. Pelakka Wurm in the creature-finisher slot:
The dino is much better against control/midrange as it ignores spot removal and countermagic (and costs 1-less mana) while the Wurm offers much better stabilization against aggro/burn with the lifegain and replaces itself if it is forced to be traded away in combat.
Another card which I haven't tested in the deck so far but probably has potential is March of the Multitudes.
While the first copy can't really take advantage of "Convoke" (unlike the following copies) the massive amounts of mana the deck produces more than makes up for it.
Being an instant and making lifelink tokens has benefits against control and aggro respectively though being weak to cheap sweepers (Clarion/Cannonade, Demise and mainly Chainwhirler is a big concern).
The card seems very good but I'm not sure whether it is good enough for the maindeck taking away slots from fatties and Banefire
(I wouldn't replace Fight with Fire as it is both good as early removal and a lategame finisher/sweeper).
I dug up my old Temur Wurm list and made a old -> new list for the current standard format, not set in stone so we can take the changes from there. I just kept everything as is, so removal for removal, ramp for ramp, same cmc where possible.
Creatures:
4 Sifter Wurm -> 4 Pelakka Wurm
Spells:
2 Banefire -> 2 Banefire
2 Magma Spray -> 2 Shivan Fire
3 Abrade -> 3 Lightning Strike
4 Grow from the Ashes -> 4 Grow from the Ashes
4 Hour of Devastation -> 2 Cleansing Nova & 2 Star of Extinction
4 Hour of Promise -> 4 Elvish Rejuvenator / 4 Gift of Paradise
4 Spring // Mind -> 2 Llanowar Elves & 2 Ciruitous Route
4 Commit // Memory -> 4 Chemister's insight
Artifacts:
3 Thaumatic Compass -> 3 Thaumatic Compass
The wurm replaced by another wurm for the sake of lifegain and potentially draw a card.
Removal kept as is, 5 spot removal, 4 sweepers. We don't need to worry about indestructible atm.
The Mind and Memory halves were used to draw cards, we're down in card draw a bit (8 -> 4), but can regain it with Chemister's Insight.
The compass is either ramp or to keep a attacker from coming at you. It does serious work keeping big stuff (or small stuff) at bay.
Thunderherd Migration belongs in the RG ramp deck that sees play now, not in the Wurm deck. In the RG Dino's list I can see it work perfectly fine.
I agree on March of the Multitudes, I ran it last week, see my list. It comes out of nowhere and we can easily cast it for X=7 or higher assuming 10 mana. I think my posted SB is quite OK actually, with Shalai in the back of mind.
Cheers,
DC
(unless it is Azcanta, the Sunken Ruin).
I highly recommend Fight with Fire in this deck.
Playing Blue just for Chemister's Insight isn't worth it imho, the card isn't even that great in a ramp deck.
After losing Spring // Mind and Commit // Memory Blue has little to offer the deck (besides Negate) imho.
Nicol Bolas, the Ravager could be pretty good and the deck can flip it quickly but is rather vulnerable before you can untap with it and can also be removed in response to the activation so this is risky as one of the few finishers of the deck.
That's why I decide to go with White as the third color as it offer better targeted removal and sweepers than Red to enhance the deck's answers.
In that case Thrashing Brontodon goes back to the SB for 4x Deafening Clarion or a 2/2 split with Cleansing Nova.
4x Vraska, Relic Seeker
Sorcery (19)
4x Grow from the Ashes
4x Circuitous Route
4x Deafening Clarion
4x Fight with Fire
3x Banefire
Enchantment (10)
4x Gift of Paradise
3x Ixalan's Binding
Instant (3)
3x Lightning Strike
Artifact (2)
2x Thaumatic Compass
4x Rootbound Crag
3x Temple Garden
3x Sacred Foundry
1x Selesnya Guildgate
1x Boros Guildgate
1x Arch of Orazca
5x Forest
4x Mountain
2x Plains
1x Swamp
4x Duress
3x Cleansing Nova
3x Thrashing Brontodon
1x Shalai, Voice of Plenty
2x Carnage Tyrant
2x Pelakka Wurm
Black also opens up the option of Darigaaz Reincarnated and The Eldest Reborn (probably in the SB, though I'm not sure instead of what).