I put this together to mana ramp as fast as possible to either A. get the big bangers out and in the case of the Angler Drake to bounce their creatures back, and B. to get Nissa, Steward of Elements out with 7 counters as fast as possible so that anything that comes up from her 0 ability will be playable. I think with this current setup the fastest possible is turn 5. Let me know what you guys think, what changes could be made, or if you try it how it worked for you.
I'd also go with Harvest Season over Spring // Mind (though the draw part is decent) for a ramp spell as it is very efficient. Hedron Archive is also good and can be later turned into cards.
Commit // Memory is a good card for a deck with a lot of mana and can deal with any spell/permanent and redraw a new hand later. Unsubstantiate is the cheaper/weaker option.
#For card draw Pull from Tomorrow is probably the best option and there is also Bounty of the Luxa which was mentioned before that doubles up as both ramp and card draw. Soul of the Harvest can also help with card draw while being a pretty big trampling creature.
Hi guys, this is my build of UG ramb, it prety good against control decks, and play on zombie-deck speed, but have a problem vs all-in aggro (Wx Humans) and some issues vs marvel. Can you give me any advice to improve this deck?
Also, Oblivion Sower is probably not the best 6-drop option. Elder Deep-Fiend or Sphinx of Magosi would be much better imho as you have so much ramp already that Sower's ability isn't needed.
So after a little more than a week of play testing and tweaking this it has become pretty consistently victorious. Turn 4 seems to be the power play whether it is by exerting a Champion of Rhonas for a large powerful creature or tapping mana ramp creatures to gain 7 mana turn 4 and being able to cast anything. Either way there are many work arounds that all lead to a big banger coming out turn 4 and every turn after and it is usually hard for my opponents to overcome the sheer speed and power of the creatures I get out so early. Anyways here is the revised edition that I am using now.
I think that the Decision Paralysis could come out and so could the Shimmerscale Drake but I cant decide what to put in. I know earlier somebody said that Open into Wonder should come out but I have used that to swing with lethal damage to many times to take it out. Even if its not a lethal swing it allows me to draw a nice bunch of cards and usually end it the next turn. Let me know what you guys think!
After some play testing I've swapped out the shimmerscale drake for prowling serpopard because I was finding that my big guys kept getting countered so that takes care of that. I also took out the spring//mind and decision paralysis and put in Heroic intervention. That let's me counter spells targeting my creatures and I cam swing in and prevent anything from killing my dudes. Against zombies I've been able to win just by overpowering them. And for aether works I've sideboarded appetite for the unnatural and dissenter's deliverence
That card is sick! I've only been really playing for like a year now so my knowledge is limited but I'm for sure gonna test that out! I also thought about trying lifecrafter's bestiary what do you think of that? I'd probably put 3 in and take out one each of the mana rampers. I figure I would make up for less chance of drawing them by being able to scry through the deck faster.
I seriously had to look up the legality of Sphinx of Magosi considering the card was only showing up as RoE and COM. Welcome deck '16 folks, save yourself the hassle, I was proven wrong today /wrists
So I've just started looking at ramp (coming from playing straight aggro for the past several months) and I've put together a list to use as a starting point. It's very raw and I know there are gaps. I am not sure how to plug them. No sideboard yet - seems a little premature at this point.
Thanks for the suggestions! I do have some questions:
Re: Sphinx, would you do a 3 for 3 swap, or run some number fewer than 3 to make room for more ramp or the last Oath? I'm thinking 2 + Oath here.
Re: Harvest Season, I'm not totally sold on running 4 simply because it's a blowout for them if my mana dorks get killed. Maybe a split with Spring // Mind?
Re: Crush... I don't see the upside of this for a permanent-based ramp deck. I'm sure I could be missing something, but even if I can surge it say on turn 4/5, I'm having to rebuild my board the same as the opponent is, which really just means taking a turn off ramping. Whereas with Baral's, I get to bounce the 3 biggest threats plus drop something that likely accelerates the deck. I have not played with Crush at all so please let me know if I am off base here.
Lastly, and not really related to your suggestions but still general deck improvement... do I need to find room for more early interaction / removal? If so, where would that take spots from?
#2x Sphinx is reasonable.
#A split is probably good.
#If you play spells like Harvest Season (or the more expensive Nissa's Renewal) that get you ahead on lands you can rebuild much easier and also playing Oath and surging Crush can be a very good play.
#To add interaction I'd probably trim some card draw, PtW or PW's. Commit // Memory is a good option and Walking Ballista is probably the best removal option for a ramp type deck.
With enough targets (like Weaver of Currents) Elder Deep-Fiend can also be good as both a big attacker and interaction tapping either lands or attackers/blockers.
With regards to your assessment, I offer the following points for your consideration
Bounty of the Luxa provides next turn faster ramp (3 mana vs. 2) and long term more card advantage (card every other turn vs. two cards once for a mana investment and loss of mana accelerant) than Hedron Archive. For the same cost, I think Bounty of the Luxa is an overall better card for a Simic build.
I would actually recommend looking into Traverse the Ulvenwald over Oath of Nissa and maybe adding in some other ways to increase Delirium. Being able to go find a fatty late game is very powerful. Attune is lackluster, especially with no real energy outlet.
I think Baral's Expertise is better in this build. Bounce three threats and drop a Bounty of Luxa for free is strong, while Crush of Tentacles resets your own board too.
I agree on swapping Glimmer with Pull
Harvest Season is kinda meh as a ramp card because its so conditional. I mean, it seems to scream tokens, but then what token deck wants super ramp? Spring // Mind at least allows for a later game card draw with the extra mana, at instant speed no less.
I like cutting Sire, but why Sphinx of Magosi? A 6/6 flier is hard to deal with, but then, why not just put in Sphinx of the Final Word or Kefnet the Mindful instead? Both are easier to cast (UUU restriction is rough), Sphinx is almost impossible to get off the board when he lands, and if it's about card drawn, Kefnet does that too (not to mention is indestructible).
Thanks both of you for your thoughts. I've put together a revised build, this time with tentative sideboard, based on the feedback you've offered along with some tinkering. I'd greatly appreciate advice on tuning this list!
With regards to your assessment, I offer the following points for your consideration
Bounty of the Luxa provides next turn faster ramp (3 mana vs. 2) and long term more card advantage (card every other turn vs. two cards once for a mana investment and loss of mana accelerant) than Hedron Archive. For the same cost, I think Bounty of the Luxa is an overall better card for a Simic build.
I would actually recommend looking into Traverse the Ulvenwald over Oath of Nissa and maybe adding in some other ways to increase Delirium. Being able to go find a fatty late game is very powerful. Attune is lackluster, especially with no real energy outlet.
I think Baral's Expertise is better in this build. Bounce three threats and drop a Bounty of Luxa for free is strong, while Crush of Tentacles resets your own board too.
I agree on swapping Glimmer with Pull
Harvest Season is kinda meh as a ramp card because its so conditional. I mean, it seems to scream tokens, but then what token deck wants super ramp? Spring // Mind at least allows for a later game card draw with the extra mana, at instant speed no less.
I like cutting Sire, but why Sphinx of Magosi? A 6/6 flier is hard to deal with, but then, why not just put in Sphinx of the Final Word or Kefnet the Mindful instead? Both are easier to cast (UUU restriction is rough), Sphinx is almost impossible to get off the board when he lands, and if it's about card drawn, Kefnet does that too (not to mention is indestructible).
#Bounty is a powerful card but I don't like that it can't be controlled, with Hedron you can ramp or draw cards (once) when you choose to.
#Traverse is rather hit and miss in a deck not dedicated to delirium, Oath is more reliable imho (also helps dig for PW's) and combo's nicely with Crush as well.
#Crush is basically a board-wipe and that is what I like about it.
It can deal with go wide aggro decks against which Baral's Expertise won't be enough and it can also bounce PW's and enchantments (like your own Oath).
Getting an 8/8 Octopus is also pretty good (though dropping Kiora with Baral's Expertise is also not bad).
#I may be overrating Harvest Season but the "ceiling" of this card is very high, especially with more 2-mana dorks, Even getting 2x lands with it can be very good.
Maybe Spring // Mind is the more realiable option though spending 3-mana for only 1-land doesn't really seem worth it.
# Sphinx is probably the biggest 6-drop finisher in these colors (besides Verdurous Gearhulk at 5-mana) and it gets even bigger and can draw cards.
The other Sphinx is harder to remove and smaller (probably a good SB option) and isn't a mana-sink and Kefnet is too restrictive imho (and costing only 3-mana doesn't really matter in a ramp deck).
4 Blisterpod
4 Naga Vitalist
4 Weaver of Currents
4 Champion of Rhonas
3 Shimmerscale Drake
3 Angler Drake
3 Scaled Behemoth
3 Shefet Monitor
2 Greater Sandwurm
3 Open into Wonder
2 Spring // Mind
3 Decision Paralysis
Planeswalkers (2)
2 Nissa, Steward of Elements
Lands (20)
4 Botanical Sanctum
9 Forest
7 Island
I put this together to mana ramp as fast as possible to either A. get the big bangers out and in the case of the Angler Drake to bounce their creatures back, and B. to get Nissa, Steward of Elements out with 7 counters as fast as possible so that anything that comes up from her 0 ability will be playable. I think with this current setup the fastest possible is turn 5. Let me know what you guys think, what changes could be made, or if you try it how it worked for you.
--Gooseman--
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
You'd probably needs more lands or mana dorks for a curve this high, something like Druid of the Cowl/Channeler Initiate over Blisterpod.
I'd also go with Harvest Season over Spring // Mind (though the draw part is decent) for a ramp spell as it is very efficient.
Hedron Archive is also good and can be later turned into cards.
Open into Wonder and Decision Paralysis can probably be replaced with better cards.
Commit // Memory is a good card for a deck with a lot of mana and can deal with any spell/permanent and redraw a new hand later.
Unsubstantiate is the cheaper/weaker option.
#Elder Deep-Fiend (emergiing a mana dork can be pretty good) can be one of your creatures and be flashed in to tap down potential blockers.
Also having evasive big threats can help as well, like:
Verdurous Gearhulk, Sphinx of Magosi, Aethersquall Ancient or Sphinx of the Final Word.
#For card draw Pull from Tomorrow is probably the best option and there is also Bounty of the Luxa which was mentioned before that doubles up as both ramp and card draw.
Soul of the Harvest can also help with card draw while being a pretty big trampling creature.
Creatures like Vizier of the Menagerie and Garruk's Horde can help play cretures of the top of the deck.
#Here is another GU Ramp deck with some pretty good ideas imho:
https://www.youtube.com/watch?v=iTJDT4YtiE4
Having 4x Walking Ballista in the deck as both removal and finisher seems very good.
2 Wastes
7 Forest
7 Island
4 Lumbering Falls
4 Shrine of the Forsaken Gods
4 Druid of the Cowl
4 Channeler Initiate
4 Bounty of the Luxa
4 Hedron Archive
3 Nissa's Renewal
4 World Breaker
4 Oblivion Sower
2 Ulamog, the Ceaseless Hunger
Utility:
3 Crush of Tentacles
4 Commit // Memory
Against Aggro decks: Haze of Pollen, Walking Ballista, Engulf the Shore can be good.
Also, Oblivion Sower is probably not the best 6-drop option.
Elder Deep-Fiend or Sphinx of Magosi would be much better imho as you have so much ramp already that Sower's ability isn't needed.
4 Naga Vitalist
4 Weaver of Currents
4 Champion of Rhonas
3 Shimmerscale Drake
2 Verdurous Gearhulk
3 Angler Drake
3 Scaled Behemoth
4 Sphinx of Magosi
3 Open into Wonder
2 Spring // Mind
2 Decision Paralysis
4 Botanical Sanctum
7 Forest
9 Island
I think that the Decision Paralysis could come out and so could the Shimmerscale Drake but I cant decide what to put in. I know earlier somebody said that Open into Wonder should come out but I have used that to swing with lethal damage to many times to take it out. Even if its not a lethal swing it allows me to draw a nice bunch of cards and usually end it the next turn. Let me know what you guys think!
Other creatures I'd replace are: Shimmerscale Drake and Scaled Behemoth, adding more Verdurous Gearhulk is never wrong (best green 5-drop by far) and Sphinx of the Final Word is very good as well.
Walking Ballista would also be very good with all the mana this deck produces and will provide much needed removal to the deck.
Commit // Memory is a good catch-all answer for the deck that can later refill your hand.
How does this do against Zombies?
What's your sideboard?
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
I'm just going to leave this here
"Are you serious?" Chandra replied.
Standard:
UR Control
http://gatherer.wizards.com/Pages/Card/Printings.aspx?multiverseid=198169
2 Aether Hub
3 Blooming Marsh
4 Botanical Sanctum
3 Fetid Pools
3 Forest
5 Island
2 Lumbering Falls
1 Swamp
4 Bounty of the Luxa
Instants & Sorceries (15)
3 Attune with Aether
3 Baral's Expertise
4 Glimmer of Genius
1 Part the Waterveil
4 Spring // Mind
Planeswalkers (4)
2 Kiora, Master of the Depths
2 Nissa, Steward of Elements
4 Naga Vitalist
3 Sire of Stagnation
2 Ulamog, the Ceaseless Hunger
4 Weaver of Currents
1 World Breaker
Feedback and constructive advice are appreciated!
Bounty of the Luxa -> Hedron Archive (ramps faster and can be cashed in for cards later)
Attune with Aether -> Oath of Nissa (can help find mana dorks and later helps find finishers)
Baral's Expertise -> Crush of Tentacles
Glimmer of Genius -> Pull from Tomorrow (4x is too much so I'd go with 2x and free some slots to add mana dorks)
Spring // Mind -> Harvest Season (would probably work better with some more mana dorks and basic lands)
Sire of Stagnation -> Sphinx of Magosi (would also allow to cut Black out and streamline the manabase and add basics)
Thanks for the suggestions! I do have some questions:
#A split is probably good.
#If you play spells like Harvest Season (or the more expensive Nissa's Renewal) that get you ahead on lands you can rebuild much easier and also playing Oath and surging Crush can be a very good play.
#To add interaction I'd probably trim some card draw, PtW or PW's.
Commit // Memory is a good option and Walking Ballista is probably the best removal option for a ramp type deck.
With enough targets (like Weaver of Currents) Elder Deep-Fiend can also be good as both a big attacker and interaction tapping either lands or attackers/blockers.
With regards to your assessment, I offer the following points for your consideration
4 Botanical Sanctum
9 Forest
8 Island
2 Lumbering Falls
Artifacts - 2
2 Hedron Archive
Enchantments - 6
3 Bounty of the Luxa
3 Oath of Nissa
Instants & Sorceries - 10
3 Baral's Expertise
1 Disallow
2 Dissenter's Deliverance
1 Nissa's Renewal
3 Spring // Mind
2 Kiora, Master of the Depths
Creatures - 17
1 Kefnet the Mindful
4 Naga Vitalist
3 Tireless Tracker
2 Ulamog, the Ceaseless Hunger
2 Walking Ballista
4 Weaver of Currents
1 World Breaker
3 Crush of Tentacles
1 Dissenter's Deliverance
2 Heroic Intervention
3 Negate
2 Nissa, Steward of Elements
2 Pulse of Murasa
2 Sphinx of the Final Word
#Bounty is a powerful card but I don't like that it can't be controlled, with Hedron you can ramp or draw cards (once) when you choose to.
#Traverse is rather hit and miss in a deck not dedicated to delirium, Oath is more reliable imho (also helps dig for PW's) and combo's nicely with Crush as well.
#Crush is basically a board-wipe and that is what I like about it.
It can deal with go wide aggro decks against which Baral's Expertise won't be enough and it can also bounce PW's and enchantments (like your own Oath).
Getting an 8/8 Octopus is also pretty good (though dropping Kiora with Baral's Expertise is also not bad).
#I may be overrating Harvest Season but the "ceiling" of this card is very high, especially with more 2-mana dorks, Even getting 2x lands with it can be very good.
Maybe Spring // Mind is the more realiable option though spending 3-mana for only 1-land doesn't really seem worth it.
# Sphinx is probably the biggest 6-drop finisher in these colors (besides Verdurous Gearhulk at 5-mana) and it gets even bigger and can draw cards.
The other Sphinx is harder to remove and smaller (probably a good SB option) and isn't a mana-sink and Kefnet is too restrictive imho (and costing only 3-mana doesn't really matter in a ramp deck).