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Which is the best GX Ramp decklist?
Poll ended at Sat Jul 15, 2017 10:49 am
Eldrazi Mid-Ramp 11%  11%  [ 1 ]
Golgari Big-Ramp 0%  0%  [ 0 ]
Chorus for the Trees 0%  0%  [ 0 ]
Simic tRAMPo 0%  0%  [ 0 ]
Great Ball´s of Fire 0%  0%  [ 0 ]
Chubby Chaser 67%  67%  [ 6 ]
Big Ramp Compensation 22%  22%  [ 2 ]
Total votes : 9
Total voters : 6
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PostPosted: Thu Jul 06, 2017 4:23 pm 
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Haven_pt wrote:
can I use Rogue's Passage on my own Gaea's Revenge?

But yeah, i haven't been playing against control. Just tons of zombies and aggro vehicles and stuff.


I believe rogue's passage is non-green so that would be no, which is a shame really...


Yup, Passage on Revenge doesn't work; gotta stick with Nature's Way.
Passage is in mainly for Ulvenwald Hydra.

And yes, Revenge is anti-control and gets worse against Aggro. That being said, it still helps stabilize, which is your goal against Aggro since you can go over their top at some point.

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PostPosted: Thu Jul 06, 2017 5:37 pm 
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Time for one quick game with Zen trampo, got absolutely blown out by Gruul with Chandra Ifnition and Rec sage. 1-1 deck deleted

Let's try jokers compensation next time. Probably tomorrow

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PostPosted: Thu Jul 06, 2017 9:14 pm 
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Haven_pt wrote:
But I knew my deck wouldn't Last long in barney's hands.


This how deckbuilders want our decks to be piloted
Spoiler

This is Barney piloting them
Spoiler

XD

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PostPosted: Thu Jul 06, 2017 10:07 pm 
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Lol

DeSoto's down, but Cosmo's got the caboose.

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PostPosted: Fri Jul 07, 2017 12:00 am 
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Time for one quick game with Zen trampo, got absolutely blown out by Gruul with Chandra Ifnition and Rec sage. 1-1 deck deleted

Let's try jokers compensation next time. Probably tomorrow


Thanks for testing my deck!


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PostPosted: Fri Jul 07, 2017 12:38 am 
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Haven_pt wrote:
But I knew my deck wouldn't Last long in barney's hands.


This how deckbuilders want our decks to be piloted
Spoiler

This is Barney piloting them
Spoiler

XD


X'D !!

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PostPosted: Fri Jul 07, 2017 5:23 pm 
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Ok babies, playtesting for round two continues!!

Let's start with Jokers Big Compensation...win vs fat stack. 2-0

Chorus for the trees next... up against Izzet mill. He gets two imprisoned on the moon on my two plains for the start and I'm holding Gideon, angelic destiny, Gisela, Brisela, gearhulk, planar outburst and he has Fevered Visions and two Sphinx Tutelage out. Absolute nightmare. I'm so happy to delete this deck. 1-1

Elks chubby chaser next...against a really bad Orzhov Zombies deck. The guy gets out two crappy zombies and I have Vital Firce Asvicate and stuff. Easy win 2-0

End of round two, three decks remain ! Next one out ends it!

Round three

Joker compensation next...big win against Orzhov something. Avacyn and stuff, I got out sandwurm super early. T2 Druid, T3 veg, t4 renewal, t5 sandwich. Then I Batak expertise his entire défense into Blunty of the Luxor and he's out. 3-0

Modulos eldorado next!...against Dimir control. Ramp is just an auto loss to control , right? He just waits to counter the big stuff and I'm sitting on 13 mana and a bunch of dorks and my thumb up my ass while his 3/4 flier dinks me until I die? That's it? Loss and gladly deleted 2-1

Ok so last game with Elks deck! If it wins, it ties Jokers big compensation ftw, if it loses, then joker wins alone. Congrats to joker for making 3-0!

Let's see what happens in Elks last game...up against a Golgari cartouche counter control deck! I lose bellowed but still ramp up to Ulamog ftw! 3-0!

Congrats to Elk and Joker for being the only two 3-0 decks! Cucho, you should vote for them too :)

Thanks joker for the contest! Now I have Ramp decks I'll play on stream at some point.

Time to build cartouche decks now..

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PostPosted: Fri Jul 07, 2017 7:02 pm 
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Remember to dip frie my deck list and have some dressing prepared on the side ;)

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PostPosted: Fri Jul 07, 2017 7:19 pm 
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I enjoyed it with a nice cool glass of lemonade

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PostPosted: Fri Jul 07, 2017 10:14 pm 
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Hey thanks Barney! Nice!

As I mentioned before; if you intend to keep the deck, swap Verdurous Gearhulk for Prowling Serpopard. Serpopard was left over from trying to 'battle' control and was just filler when submitted. Considering the deck is trying to get a board presence to stall/ramp its way to threats, having a card that can boost the board presence seems decent. Gearhulk is another good target for Altered Ego and the deck is also running Walking Ballista. Just a bad oversight on my part.


elk

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PostPosted: Fri Jul 07, 2017 11:30 pm 
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My Chorus for the Trees
Record: 4-3
Notes: as Barney can tell you, this sucks against mill, especially when they hit you with a couple Tutelage right off the bat. Fling combos can wreck you too, but I think those things are true of just about any ramp deck. It's much more fun against creatures, and there's enough recursion to be a major headache against control.
MVP: primal druid is fantastic. Slows down attacks, ramps, comes back with dawn. Elemental Bond just makes things unfair.
Ditch: maybe the wilds, and even going up to 25 land might be a good idea. No idea what I'd take out though.
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PostPosted: Sat Jul 08, 2017 11:34 am 
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elk wrote:
Hey thanks Barney! Nice!

As I mentioned before; if you intend to keep the deck, swap Verdurous Gearhulk for Prowling Serpopard. Serpopard was left over from trying to 'battle' control and was just filler when submitted. Considering the deck is trying to get a board presence to stall/ramp its way to threats, having a card that can boost the board presence seems decent. Gearhulk is another good target for Altered Ego and the deck is also running Walking Ballista. Just a bad oversight on my part.


elk



Thanks Elk! I'm absolutely going to keep playing it, I'll make that swap

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PostPosted: Sat Jul 08, 2017 12:49 pm 
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elk wrote:
Hey thanks Barney! Nice!

As I mentioned before; if you intend to keep the deck, swap Verdurous Gearhulk for Prowling Serpopard. Serpopard was left over from trying to 'battle' control and was just filler when submitted. Considering the deck is trying to get a board presence to stall/ramp its way to threats, having a card that can boost the board presence seems decent. Gearhulk is another good target for Altered Ego and the deck is also running Walking Ballista. Just a bad oversight on my part.


elk



Thanks Elk! I'm absolutely going to keep playing it, I'll make that swap

I'm curious if Serpopard ever showed up in any of your games and if it was of any use?

I'm also curious if you're still running my zombie deck and how it's doing? Or did it meet an untimely demise of trashing and deleting?

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PostPosted: Sat Jul 08, 2017 1:17 pm 
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I had Serpopards in a previous version of my deck, and while they're a decent body for 3 and they provide some peace of mind, in the iOS ladder at least I don't find counters to be really prevalent.


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PostPosted: Sat Jul 08, 2017 1:23 pm 
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Elk, the prowling thing never showed up and when he did, I never played him

Your zombie deck is my best performing deck right now I think

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PostPosted: Sun Jul 09, 2017 12:48 pm 
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Zen's Simic Trampo
Record: 4-3
Notes: bounce ramp is totally valid, though I think it's stronger with vexing scuttler over deep-fiend. My problem with this build is the ramp is built wrong. I think Spring is great when you have t5-6 threats, but here it's too slow, and not being able to cast it (or commit for that matter) through expertise hurts.
MVP: Gaea's Revenge does good work, so does displacement wave.
Ditch: Spring, and I'd pull some combination of Harbinger and Krasis in favor of a full set of explosive vegetation and Nissa's renewal, paring back from there if it's too much.

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PostPosted: Mon Jul 10, 2017 9:05 am 
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Finished testing modulo's deck.
It went 3-2, after a strong 3 wins took 2 losses to orzhov zombies and mono-black vampires.

1st game I already mentioned, pretty one-sided against a janky deck.

Game 2 vs azorius humans (draw).
Opp got an aggressive start with double Glory-Bound Initiates that got me down to 8 and him at 28, while I was ramping. But then I started getting down the fatties and Verdurous, Hydra and pig overwhealmed him. Things got have gotten complicated when he dropped Skysovereign, but Rec Sage simplified things.

Game 3 Gruul ramp (play)
Being on the play and having the cheaper ramp (ruin) meant I dropped my bombs much before him, so it was T3 Seed Guardian, T4 Druid + spatial on his Tracker, T5 Hydra, T6 gaea's Ftw while he was still casting Explosive Wilds.

Game 4 orzhov zombies (draw)
He didn't get a very fast start, but lack of wastes slowed down my ramp and his Belcher kept hitting for 3 and removal left me without a 2nd blocker for the menace. Then he dropped lilly and start recurred his fleshbag twice to remove my fattie blockers and without removal, I got put in a tough spot and eventually lost. should probably have dropped Guardian earlier...

Game 5 mono-black vampires. (draw)
He gets a fast start with Scrounger and T4 Kalitas. I had to use spatial on an Asylum Visitor and then, when I finally stabilized he has a rogue's passage and I don't see more removal or answers...

Didn't see a single nature's way, but they sure would have helped in the Last 2 games. Rec sages did some work. Smashers were good, but thought-not seers were ineffective when I drew them. Green lacks a powerful 4-drop to replace Seed Guardian which seemed like filters really. Lack of removal was a big drawback and when spatial contortion showed up it was very useful.

I get the idea ramp is super inconsistent by my own and other's testing. It goes from steam-rolling to flowndering pretty easily. Definitely not tier-1 in this meta.

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PostPosted: Mon Jul 10, 2017 9:37 am 
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Ramp really needs cards like Moss to slow down your opponent to allow you to get to where you need to be.

And it needs to be three colours. Gem's GeistRamp and Donachaid's Simic ramp (with colourless) had enough early answers to get where you need to get.

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PostPosted: Tue Jul 11, 2017 4:14 am 
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Just finished testing Nomad's deck.

Oh my, things did not go well...
1-4 finish. The deck has lots of issues imo. To start, it direly needs stuff like trackers and more mid-game threats or your left with nothing to do during the first 3-4 turns as your opponent develops a board and beats you down. Secondly, it needs more lifegain because you will often fall behind and only stabilize with very little life left, so all your opponent has to do is sneeze on you and you die. Blessed alliance for example would be perfect for this deck, especially since you went with natural connections, which don't add much because most of your stuff is sorcery speed...

Game 1. Vs Golgari Ramp (loss)
Very painful game, I got stuck at 5 lands holding 3 6-drops (linvala, bellower, ajani) and a sandworm convergence...

Game 2 vs Orzhov Zombies (Win)
A combination of sweepers and declarations stalls his board and keeps him from flipping his abbey, but I was holding sandworm convergence anyway. Soon after I dropped it, he suicides with his abbey.

Game 3 vs 4-Color Midrange? (Loss)
This game was balanced until he got out a tracker and managed to make a million clues, which in turn drew every single answer he needed, when he needed it...

Game 4 vs Gruul Energy (Loss)
Flood time... Removal slowed him down for me to ramp a bit, but I kept drawing even more land. Trackers again gave him the edge and a nature's way on a deathtouch creature to remove my only fattie (hydra) was painful. Chandra made an appearance and she totally hosed me down, keeping me from using ajani as removal and clearing my few paultry blockers (including poor gisela).

Game 5 vs RDW (Loss)
No story here. He even just started burning my face with twinbolts. I died looking at tragic arrogance, with 4 land and a bunch of ramp cards I couldn't afford to play, because I would be dead before those come-into-play-tapped lands would untap. Chandra showed up again to seal the deal.

It seems like the deck was built for long grindy games, but with me it didn't survive that long, except in the solo win, which was a grindy game and the deck shined. Too much top-end and insufficient ramp to get there, and very little defense early. 5-mana sweepers have been proven to be too little, too late against fast aggro decks and this deck just doesn't have enough answers.

Cuts: Natural connection for gift of paradise.
Tap-lands, it has way too many. I'd run more basics, because in all 5 games I never had an issue with double colors.
Deck is too loaded at the top-end, you run the risk of drawing lots of 6+ cc cards early in the game when you can't cast them.
Dusk // Dawn (The dusk part can be useful and I've tried this card in a couple of decks, but I've never encountered a moment when dusk is good. Sure you can get back a bunch of cards, but... at 5cc it'll only be useful when you have 8+ land and never when your in a tight spot...)
AT least 1 of the planar outbursts. I'd prefer tragic arrogance in this deck, even though it can be situational. But wiping the board at 5cc isn't gonna help much if your behind and it conflicts with your own creature strategy too...

Adds: Tireless tracker (How could you not add them?)
Blessed Alliance (removal + lifegain)
Duskwatch recruiters (good for early game and drawing removal, can help ramp sometimes and lategame card advantage machines)

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PostPosted: Tue Jul 11, 2017 5:54 am 
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Zen's deck up next.

This deck felt more powerful and much more streamlined. Krasis and refiner provide good early plays and the bounce worked well at breaking stalls and as surprise interaction. The deck went 3-2, with both losses being due to mana-screw.

Game 1 (Play) vs Gruul Energy. (WIN)
Opp gets a fast start with a bunch of elephants and a brawler, getting me down to 3 life, but I got T2 druid, T3 bounty and T5 Sandworm convergence. He used an unexpected kari zev's expertise to steal my worm token, but I'm ready with commit to bounce my token and fizzle his spell. Displacement wave bounced his board and from then on it was sandworm beatdown.

Game 2 (Draw) vs Azorius Blnk (LOSS)
I keep a 3 lander and don't see anymore land, holding 2 bountys and a bunch of 4+ cc cards. He drops skysouveign when I finally get some dorks and I'm screwed... I try and pull some tricks, but his got a hand full of aether fluxes that just make this game all the more painful. Mana screw sucks.

Game 3 (Play) vs Gruul Energy (Same guy from game 1) (LOSS)
Mull a 1 lander, mull a 2 forest hand and keep a 2 lander with both colors. I get a 3rd land before I lose, but die yet again holding a bounty and a bunch of 4+cc cards. He has a sh|tload of pumps to make my loss even faster, which he uses even though they weren't necessary for lethal. (Must've been salty about that other game...)

Game 4 (Play) Vs Mono-Black Artifacts (WIN)
He plays T2 trafficker and t3 foundry Inspector, but I've got plenty of refiners to hold them off and procede to ramp into a million land. I get an opportunity to play an early crush and get myself an 8/8 octapus,so I do and I replay my refiners getting extra value. He soon realized that he couldn't hold off my octapussy so he bails. I stall against the AI to see a little more of his deck and eventually finish him off because I'm flooding heavily and accidently cast memory instead of mind anyway...

Game 5 (Play) vs Boros Vehicles fat-stack (67 cards) (WIN)
He plays T1 hub and T2 Copter, but has nothing but colorless after casting a selfless spirit. He then drops an abbey and attacks with copter, but I tap it with krasis. He eventually gets a caravan, but by then I've got a gaea's revenge beating him down and rec sage shows up. I decide to kill the copter, so as to not let him loot and procede to attack to put pressure on, as I'm drawing nothing but land. He drops hazoret, but has a bunch of cards in his hand, so that's no good for him... I just attack with everything 'til his dead.

This deck has game. The losses to mana screw hurt though. That's part of why ramp is inconsistent, the high curve is highly dependent on getting the right cards early. This deck actually has some good early plays though, but in that first game, if he had burn I was done-for. The deck on the whole felt like it worked well, even the spring // mind did their thing without hampering me. I got a lot of land into play very quickly and managed to get power cards out under the curve just as ramp wants to. Bounty of the luxa was a key card in most of my wins.

cuts: Confiscation coup. I get what its in the deck for, but I'd rather some more early interaction. Even some fluxes might work here on refiners or other etb creatures.
Deep-fried was mostly win-more, but could maybe become a 1-of.

adds:
Nissas could be worthy aditions to the deck.

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