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Decks (Magic The Gathering) => Commander => Topic started by: LordJanova on November 04, 2013, 03:09:25 PM

Title: Super Ramp 2.0
Post by: LordJanova on November 04, 2013, 03:09:25 PM
Super Ramp 2.0

100 cards, 0 sideboard


1 {Azusa, Lost but Seeking}
1 {Mosswort Bridge}
1 {Oran-Rief, the Vastwood}
1 {Yavimaya Hollow}
1 {Nykthos, Shrine to Nyx}
1 {Okina, Temple to the Grandfathers}
26 {Forest}
1 {Forbidden Orchard}
1 {Boseiju, Who Shelters All}
1 {Eye of Ugin}

34 lands


1 {Nylea, God of the Hunt}
1 {Sylvan Primordial}
1 {Argothian Enchantress}
1 {Hydra Omnivore}
1 {Avenger of Zendikar}
1 {Blightsteel Colossus}
1 {Magus of the Vineyard}
1 {Vorinclex, Voice of Hunger}
1 {Terastodon}
1 {Gyre Sage}
1 {Craterhoof Behemoth}
1 {Regal Force}
1 {Woodfall Primus}
1 {Drumhunter}
1 {Seedborn Muse}
1 {Soul of the Harvest}
1 {Tajuru Preserver}
1 {Garruk's Packleader}
1 {Spearbreaker Behemoth}
1 {Elvish Piper}
1 {Kozilek, Butcher of Truth}
1 {Mossbridge Troll}
1 {Sakiko, Mother of Summer}
1 {Worldspine Wurm}
1 {Karametra's Acolyte}
1 {Yeva, Nature's Herald}
1 {Vigor}
1 {Garruk's Horde}
1 {Omnath, Locus of Mana}
1 {It That Betrays}
1 {Ulamog, the Infinite Gyre}
1 {Oracle of Mul Daya}
1 {Rofellos, Llanowar Emissary}

33 creatures


1 {Sol Ring}
1 {Triumph of Ferocity}
1 {Into the Wilds}
1 {Tooth and Nail}
1 {Bear Umbra}
1 {Ground Seal}
1 {Mana Reflection}
1 {Defense of the Heart}
1 {Green Sun's Zenith}
1 {Gaea's Touch}
1 {Caged Sun}
1 {Boundless Realms}
1 {Lurking Predators}
1 {Genesis Wave}
1 {Garruk, Caller of Beasts}
1 {Nature's Will}
1 {Manabond}
1 {Eladamri's Vineyard}
1 {Burgeoning}
1 {Leyline of Lifeforce}
1 {Nature's Lore}
1 {Concordant Crossroads}
1 {Asceticism}
1 {Vernal Bloom}
1 {Rites of Flourishing}
1 {Sylvan Library}
1 {Call of the Wild}
1 {City of Solitude}
1 {Exploration}
1 {Enchantress's Presence}
1 {Summer Bloom}
1 {Akroma's Memorial}

32 other spells


Sideboard
Title: Re: Super Ramp 2.0
Post by: DimirOverlord1300 on November 04, 2013, 06:50:22 PM
I don't see how people aren't going to want to murder you and use your entrails for a handbag with that commander
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 04, 2013, 07:02:46 PM
Quote from: DimirOverlord1300 on November 04, 2013, 06:50:22 PM
I don't see how people aren't going to want to murder you and use your entrails for a handbag with that commander

Haha!! The last version I had of this deck before I changed it up absolutely destroyed one on one so they'll try but I'll still murder kill them. My friend described this deck as being too fast for a green deck. But to be honest it's probably slower now, I made it less political and that removed some of the ramp I had.
Title: Re: Super Ramp 2.0
Post by: Vileo on November 04, 2013, 07:13:00 PM
Quote from: LordJanova on November 04, 2013, 07:02:46 PMHaha!! The last version I had of this deck before I changed it up absolutely destroyed one on one so they'll try but I'll still murder kill them. My friend described this deck as being too fast for a green deck. But to be honest it's probably slower now, I made it less political and that removed some of the ramp I had.
Later when I get off from class, wanna try one on one with my deck? =P
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 04, 2013, 07:33:26 PM
Quote from: Vileo on November 04, 2013, 07:13:00 PM
Quote from: LordJanova on November 04, 2013, 07:02:46 PMHaha!! The last version I had of this deck before I changed it up absolutely destroyed one on one so they'll try but I'll still murder kill them. My friend described this deck as being too fast for a green deck. But to be honest it's probably slower now, I made it less political and that removed some of the ramp I had.
Later when I get off from class, wanna try one on one with my deck? =P

I'll pass, I think I want to keep my dignity. That winky face makes me weary.
Title: Re: Super Ramp 2.0
Post by: Vileo on November 04, 2013, 07:51:30 PM
Quote from: LordJanova on November 04, 2013, 07:33:26 PM
Quote from: Vileo on November 04, 2013, 07:13:00 PM
Quote from: LordJanova on November 04, 2013, 07:02:46 PMHaha!! The last version I had of this deck before I changed it up absolutely destroyed one on one so they'll try but I'll still murder kill them. My friend described this deck as being too fast for a green deck. But to be honest it's probably slower now, I made it less political and that removed some of the ramp I had.
Later when I get off from class, wanna try one on one with my deck? =P

I'll pass, I think I want to keep my dignity. That winky face makes me weary.
Lol I've got three decks, {Rafiq of the Many}, {Azami, Lady of Scrolls}, and {Oloro Ageless Ascetic}. Rafiq is voltron, and is pretty good, my Oloro deck was pretty thrown together but he's a great commander, so it's good anyway. My Azami list is brutal though. Especially in 1v1 lol. The only broken thing that isn't in that deck is the {Academy Ruins} + {Mindslaver} lock.
Edit: it's actually posted on here, but not many people have shown interest in it.
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 04, 2013, 07:58:54 PM
Quote from: Vileo on November 04, 2013, 07:51:30 PM
Quote from: LordJanova on November 04, 2013, 07:33:26 PM
Quote from: Vileo on November 04, 2013, 07:13:00 PM
Quote from: LordJanova on November 04, 2013, 07:02:46 PMHaha!! The last version I had of this deck before I changed it up absolutely destroyed one on one so they'll try but I'll still murder kill them. My friend described this deck as being too fast for a green deck. But to be honest it's probably slower now, I made it less political and that removed some of the ramp I had.
Later when I get off from class, wanna try one on one with my deck? =P

I'll pass, I think I want to keep my dignity. That winky face makes me weary.
Lol I've got three decks, {Rafiq of the Many}, {Azami, Lady of Scrolls}, and {Oloro Ageless Ascetic}. Rafiq is voltron, and is pretty good, my Oloro deck was pretty thrown together but he's a great commander, so it's good anyway. My Azami list is brutal though. Especially in 1v1 lol. The only broken thing that isn't in that deck is the {Academy Ruins} + {Mindslaver} lock.
Edit: it's actually posted on here, but not many people have shown interest in it.

I'm not surprised that Azami is the worst to go against one on one. Mone blue is ridiculous in EDH.
Title: Re: Super Ramp 2.0
Post by: Vileo on November 04, 2013, 08:02:31 PM
Quote from: LordJanova on November 04, 2013, 07:58:54 PM
I'm not surprised that Azami is the worst to go against one on one. Mone blue is ridiculous in EDH.
It is. Other commanders I want to play eventually are {Bruna, Light of Alabaster}, {Zur the Enchanter}, and maybe rebuild my old {Ghave, Guru of Spores} deck.
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 04, 2013, 08:10:02 PM
Right now none on the decks I'm trying to build, including this one, are complete, but this deck, mimeoplasm, prossh, nekusar, and szadek are all the commanders I want to run competitively and there's a few others that I wanna build just because.
Title: Re: Super Ramp 2.0
Post by: Vileo on November 04, 2013, 08:13:26 PM
Quote from: LordJanova on November 04, 2013, 08:10:02 PM
Right now none on the decks I'm trying to build, including this one, are complete, but this deck, mimeoplasm, prossh, nekusar, and szadek are all the commanders I want to run competitively and there's a few others that I wanna build just because.
My friend used to have a Mimeoplasm deck that got a T1 Jin-Gitaxias relatively easily. Swamp, dark rit, entomb, reanimate.
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 04, 2013, 08:20:26 PM
Did you post that a few days ago on here? Cuz I actually put that combo in my szadek EDH after I saw it in a thread a few days ago.
Title: Re: Super Ramp 2.0
Post by: Vileo on November 04, 2013, 08:50:44 PM
I've posted it a couple times. I might have, idk.
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 04, 2013, 08:56:53 PM
It was you I remember on the best color combination thread. Thank you for the idea because it's genius. +1
Title: Re: Super Ramp 2.0
Post by: Coffee Vampire on November 04, 2013, 10:25:11 PM
Ah, the raw power of Azusa. She may be lost, but she definitely seeks out some wins! As for advice, {Sol Ring} fits into this deck nicely, as turn 2 {Azusa, Lost but Seeking} is deadly. And if your budget allows for it, {Mana Crypt} is one of the best cards in EDH, allowing for a devastating turn 1 Azusa! And each of those mana rocks are good on their own, too. Even if your general gets tucked or countered, you will still have backup. Along these lines, {Natures Lore} and {Three Visits} belong in any green EDH deck, with few exceptions.

If I were to cut a card, it would probably be {Beastmaster Ascension}. The nature of this deck is to ramp hard into a bomb, or even 2 bombs. From looking, there are quite a few bombs in your deck that, if left unanswered for one or two turns, will annihilate your opponent (sometimes literally ;)). Therefore, an enchantment that rewards attacking with multiple creatures per turn seems unneeded.

Another addition that is worth looking at, but not an auto-include would be {Forbidden Orchard}. It plays nicely with {Defense of the Heart}, and also helps with .politics. if you are playing free-for-all.

Cool deck and hope I could help some!
Title: Re: Super Ramp 2.0
Post by: Vileo on November 04, 2013, 10:27:07 PM
Quote from: LordJanova on November 04, 2013, 08:56:53 PM
It was you I remember on the best color combination thread. Thank you for the idea because it's genius. +1
No problem. =D thanks for the +1
Title: Re: Super Ramp 2.0
Post by: Weldrodson on November 04, 2013, 10:35:10 PM
My Azusa deck has 49 land and I have gotten out a turn 5 elderazi easily
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 04, 2013, 11:33:02 PM
Quote from: Coffee Vampire on November 04, 2013, 10:25:11 PM
Ah, the raw power of Azusa. She may be lost, but she definitely seeks out some wins! As for advice, {Sol Ring} fits into this deck nicely, as turn 2 {Azusa, Lost but Seeking} is deadly. And if your budget allows for it, {Mana Crypt} is one of the best cards in EDH, allowing for a devastating turn 1 Azusa! And each of those mana rocks are good on their own, too. Even if your general gets tucked or countered, you will still have backup. Along these lines, {Natures Lore} and {Three Visits} belong in any green EDH deck, with few exceptions.

If I were to cut a card, it would probably be {Beastmaster Ascension}. The nature of this deck is to ramp hard into a bomb, or even 2 bombs. From looking, there are quite a few bombs in your deck that, if left unanswered for one or two turns, will annihilate your opponent (sometimes literally ;)). Therefore, an enchantment that rewards attacking with multiple creatures per turn seems unneeded.

Another addition that is worth looking at, but not an auto-include would be {Forbidden Orchard}. It plays nicely with {Defense of the Heart}, and also helps with .politics. if you are playing free-for-all.

Cool deck and hope I could help some!

I'll put in a forbidden orchard and take out the beast master ascension for the sol ring. I can't afford the mana crypt, and I don't know if natures lore and three visits are worth taking out a card for.
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 05, 2013, 01:01:43 AM
I took out {explore} for {nature's lore}, and did everything else I said I would in my previous post. I'll update the deck list on here later.
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 05, 2013, 03:21:08 AM
If only I could have {primeval Titan} in the deck and {Rofellos, Llanowar Emissary} as the commander. That would be so broken and fun.
Title: Re: Super Ramp 2.0
Post by: Vileo on November 05, 2013, 03:24:25 AM
Banned for a reason xD
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 05, 2013, 01:40:58 PM
Dirty dirty turn 3 eldrazi. Lol
Title: Re: Super Ramp 2.0
Post by: Vileo on November 06, 2013, 01:34:05 PM
Ah, I've thought of another deadly combo for your deck, if you want to make it more competitive. {Crucible of Worlds} + all the {Wasteland} effects you're comfortable jamming in there.
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 06, 2013, 01:39:37 PM
That's a great idea but it's not for me, at least for this deck, but in a {Borborygmos Enraged} deck that's another story...
Title: Re: Super Ramp 2.0
Post by: Vileo on November 06, 2013, 01:41:53 PM
Lol I hate Gruul but I love BoBo. That card is so awesome. And I definitely see what you mean.

Edit: Something else is {Glacial Chasm} + {Life from the Loam} to stall out if you're losing by aggro. Since you can't pay life if it would put you to 0, you sac chasm on upkeep, then dredge/cast life to get it back. They can only kill you with like, upkeep {Lightning Bolt}.
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 06, 2013, 01:51:29 PM
That's pretty sick I just don't know what I'd take out for life from the loam.
Title: Re: Super Ramp 2.0
Post by: Vileo on November 06, 2013, 01:56:28 PM
Probably {Ground Seal}, since that's a nonbo with your combo
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 06, 2013, 02:03:44 PM
I'll think about it. Ground seal offers early game draw power which is kind of important to the deck and slows reanimator strategies to a halt which is heavy in my play group. Literally everybody I know and play with regularly runs reanimator in some way or another.
Title: Re: Super Ramp 2.0
Post by: Vileo on November 06, 2013, 02:09:38 PM
Makes sense. But if you want draw power, you can always just play {Mind's Eye}.
Title: Re: Super Ramp 2.0
Post by: LordJanova on November 06, 2013, 03:44:04 PM
That would be helpful but the point is to refill my hand as I play it. The biggest problem this deck had before I altered it was that by turn three or four I had vomited my entire hand onto the table and top decked from then on. I need to unload my hand onto the table and basically draw a new one as I'm doing it. I need to keep my momentum going. Being able to draw cards in their turn is great, but not as great as playing a card that's going to protect me and then refill that empty spot in my hand with either another land or another threat or something that will make me go faster. One game I literally dropped my whole hand on the table by turn two and from then on I just drew a card and set it down on the table every turn until I lost because I went super fast and then lost momentum just as fast.
Title: Re: Super Ramp 2.0
Post by: Vileo on November 07, 2013, 01:28:20 AM
If you're looking for green draw power, here's a few cards I found with a quick database search on the app:
{Abundance} is a good card if you just never want to draw lands anymore, then all you draw is gas.
{Gaea's Blessing}
{Garruk, Primal Hunter}
{Hunter's Insight}
{Masked Admirers}
{Momentous Fall}
{Primordial Sage}
{Regal Force}
{Soul of the Harvest}
{Soul's Majesty}

Edit: Not all of these are suggestions, of course. Just a friendly compilation for your ease of use. Pretty tired right now, but those are most of the better mono green cards with "draw card" on them. =P Sorry if you're already playing any of them. Kinda hard to flip back and forth over and over to check your list.