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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: Mon Jul 03, 2017 10:49 am 
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It's time to go big, the theme of this week is Ramp, an archetype that had its glorious days in BFZ season, mostly because of limited cardpool for the other archetypes and in particular because of Moss. I believe that it could be tier 1.5-2 now, but we'll see. Here's the rules: viewtopic.php?p=570239#p570239
Anyone can join this poll, by building all these decks and testing them. Then you can vote up to 2 decklists, the one with the best record and if you want the one with the second best record or a decklist that you enjoyed particularly.
It will be nice if you can also post the record for any decklist and leave feedbacks for the decks you enjoyed. Only the best decklist will win, but having feedbacks for all the decklists is appreciated and also a reward for people who joined this contest.
Let's see the options:

Eldrazi Mid-Ramp - Modulo


Golgari Big-Ramp - Haven_pt


Chorus for the Trees - CardboardNomad


Simic tRAMPo - Zen


Great Ball´s of Fire - Cucho Lambreta


Chubby Chaser - elk


Big Ramp Compensation - Giocher


7 decklists submitted, included mine since it's quite different than the other simic lists and 7 lists should not be too many to test. I'm really happy that we have all the combinations represented.
The poll will be open for 12 days, it should be enough time to test them all without pressure.
Here's the list of the deckbuilders: CardboardNomad, Cucho Lambreta, elk, Giocher, Haven_pt, Modulo, Zen.
As always have fun testing these lists, don't forget to shame deckbuilders too and let's see which deckbuilder can go bigger :P

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Last edited by Giocher on Wed Jul 05, 2017 4:47 am, edited 1 time in total.

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PostPosted: Mon Jul 03, 2017 11:28 am 
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PostPosted: Mon Jul 03, 2017 12:12 pm 
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I like Haven and Giocher decks a lot!!
With a splash of black I could have access to Cut // Ribbons instead of magma spray :evil:

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PostPosted: Mon Jul 03, 2017 1:09 pm 
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Lots of Simic here. Doesn't surprise me at all; wanted to go Simic as well but ended up missing the turn 2 Ruin In Their Wake too dearly.

Indeed, there are not very many similarities in the lists it seems. Ofc they all run Forests and all but one (Zen) run Nissa, Vastwood Seer - other than that no card seems to be featured in more than 5 lists.

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PostPosted: Mon Jul 03, 2017 1:47 pm 
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Good builds. I couldn't make a two color ramp list that passes my own quality screen so I didn't submit. A few things in my mind -

1. Sandwurm convergence is very good payoff in green itself. 1v1 game don't have much enchantment hate. It's auto-win against most aggro and meta is aggro.

2. A heavy ramp deck simply cannot beat counter spells. The solutions can be one or more of
card engine
counter protection of our own - dispel
reduce ramp and add threats (more midrange threats)
A few things that does well in more than one category - tracker, rogue refiner,, flip nissa, bounty

3. To survive aggro, we need a combination of sweeper and spot removal. Clearly red or black. End game would be 2 Sandwurm and 1 Cruel Reality. The benefits for red are those fireballs, but I don't think they can be reliable finishers. Because they basically exchange card for damages, and card is too scarce a resource in RG ramp. They are inefficient removals too that usually can't help with stabilizing.

So my ideal ramp would be a combination of blue draw + black sweeper + early removals, with lower curve that tops with 2 sandwurm, 1 cruel, 1 ulamog. Definitely no nissa's renewal, No fireballs, No other big payoffs. Add some midrange creatures in rogue refiner, tracker, dorks. (not a fan of 3cc dork. too expensive / slow and thus too plainful if removed. )

With two colors, blue mass bounce could probably impersonate sweepers but still nothing replaces 1 mana 2 mana instant removals. Many games will lose right away if not getting blue expertise or crush. I think some sort of combination of Giocher + Zen is as close as I could get with two colors restriction. Adding Haven's 3rd color could get to the optimized ramp deck for my taste.

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PostPosted: Mon Jul 03, 2017 5:02 pm 
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Elk gets my vote even though I'd swap out the Recruiters and bring in a bit more card draw (probably Tamiyo's Journal for synergy with Trackers + tutor for Ulamog, or Rishkar's Expertise or something cheaper like Elemental Bond or Mouth // Feed) and also green-hulk.

He's ticked most of my personal boxes for ramp: Advocates, Dorks, Trackers, Hydra+Passage, Ulamog.
I normally like to run Nissa's Renewal to bridge the gap from 6 to 10 when running Ulamog, but with all the Weavers and Druids its pretty easy to get there. As mentioned above I'd just like to see a tutor to fish Ulamog out.

The other Simics are running a lot of bounce which I'm not a fan of personally. I can't speak to how effective it is or not.. I just don't like 'temporary removal' when it could be permanent (or something else entirely).
The Selesnya one is a bit unfocused with a lot of 1-of cards, and quite a few board wipes that don't necessarily jive with a creature based deck.

I like Modulo's deck but might make some different choices on the >4cmc creatures - just not sure what exactly yet.

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PostPosted: Mon Jul 03, 2017 6:17 pm 
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I'll throw my hat in, I suppose. I may make some tweaks subject to testing

Smouldering Grove

Creatures (18):
2x Sylvan Advocate
4x Druid of the Cowl
1x Nissa, Vastwood Seer
1x Rhonas, the Indomitable
2x Tireless Tracker
2x Prowling Serpopard
1x Verdurous Gearhulk
1x Combustible Gearhulk
1x Woodland Bellower
1x Ulvenwald Hydra
1x Omnath, Locus of Rage
1x Ulamog, the Ceaseless Hunger

Instant/Sorcery (11):
2x Appetite for the Unnatural
2x Radiant Flames
3x Explosive Vegetation
2x Nissa's Renewal
2x Chandra's Ignition

Artefacts (2):
1x Tamiyo's Journal
1x Skysovereign, Consul Flagship

Enchantment (1):
1x Sandwurm Convergence

Walkers (3):
1x Arlinn Kord
1x Chandra, Torch of Defiance
1x Chandra, Flamecaller

Land (25):
4x Mountain
13x Forest
2x Cinder Glade
2x Rootbound Crag
1x Foundry of the Consuls
1x Rogue's Passage
2x Evolving Wilds

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Last edited by Kel'Thuzad on Tue Jul 04, 2017 1:25 am, edited 2 times in total.

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PostPosted: Mon Jul 03, 2017 6:21 pm 
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Good builds. I couldn't make a two color ramp list that passes my own quality screen so I didn't submit. A few things in my mind -

1. Sandwurm convergence is very good payoff in green itself. 1v1 game don't have much enchantment hate. It's auto-win against most aggro and meta is aggro.

2. A heavy ramp deck simply cannot beat counter spells. The solutions can be one or more of
card engine
counter protection of our own - dispel
reduce ramp and add threats (more midrange threats)
A few things that does well in more than one category - tracker, rogue refiner,, flip nissa, bounty

3. To survive aggro, we need a combination of sweeper and spot removal. Clearly red or black. End game would be 2 Sandwurm and 1 Cruel Reality. The benefits for red are those fireballs, but I don't think they can be reliable finishers. Because they basically exchange card for damages, and card is too scarce a resource in RG ramp. They are inefficient removals too that usually can't help with stabilizing.

So my ideal ramp would be a combination of blue draw + black sweeper + early removals, with lower curve that tops with 2 sandwurm, 1 cruel, 1 ulamog. Definitely no nissa's renewal, No fireballs, No other big payoffs. Add some midrange creatures in rogue refiner, tracker, dorks. (not a fan of 3cc dork. too expensive / slow and thus too plainful if removed. )

With two colors, blue mass bounce could probably impersonate sweepers but still nothing replaces 1 mana 2 mana instant removals. Many games will lose right away if not getting blue expertise or crush. I think some sort of combination of Giocher + Zen is as close as I could get with two colors restriction. Adding Haven's 3rd color could get to the optimized ramp deck for my taste.


I think GB is the best colour choice on this challenge, the simic builds are interesting but to slow IMO and aggro will likely eat them alive I mean zombies and mardu vehicles are serious business.
On the weakness I personally cut the Ballista for the second Sage and the second Gaea revenge exactly because my biggest losses where against enchantments and counters, aggro can be delayed enough with the dorks and the advocates; machinegun killed or even sweeped. (I run 2 heavens//earth + big Chandra) Heaven is also a cheap surge activator for fall of the titans which can be a big play and you even get to leave a sweeper on sight which avoids most decks to continue playing threats, thus buying you some time.
On the other hand the fireballs are versatile enough not just finishers and the Duskwatch Recruiter is the best top deck there is for a ramp deck IMO, I abuse it when I drop him late, you can easily go 12 cards deep on your library per turn drawing answers or threats, also the Glory bringers and the Locus of rage are huge in this deck.
My deck is week against indestructible, I was going to add a couple of grasping dunes but it sound like too much effort to pull that kill.
I had a good time testing it but the splash of black will make it far better, hopefully the pilots will enjoy playing it.

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PostPosted: Mon Jul 03, 2017 10:21 pm 
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Kel'Thuzad wrote:
Elk gets my vote even though I'd swap out the Recruiters and bring in a bit more card draw (probably Tamiyo's Journal for synergy with Trackers + tutor for Ulamog, or Rishkar's Expertise or something cheaper like Elemental Bond or Mouth // Feed) and also green-hulk.

He's ticked most of my personal boxes for ramp: Advocates, Dorks, Trackers, Hydra+Passage, Ulamog.
I normally like to run Nissa's Renewal to bridge the gap from 6 to 10 when running Ulamog, but with all the Weavers and Druids its pretty easy to get there. As mentioned above I'd just like to see a tutor to fish Ulamog out.

Nice. Thanks! I appreciate that. I wasn't sure the deck would get much attention (I haven't felt the most confident in this build but I think that has to do with the guidelines of the contest).

Ugh I REALLY want to change Prowling Serpopard for Verdurous Gearhulk. I had several options to combat control which is/has been fairly common in the meta. Those choices worked fine but I started making other changes that I liked more (i.e. Duskwatch Recruiter that can activate 2 or 3 times a turn and dig for needed answers while also flipping to help with ramping) which ended up cutting several of the answers for control. I kept Serpopard since it can't be countered (like Altered Ego) and it could be fetched by Woodland Bellower but since I have removed Blossoming Defense and can't really protect it (or any other creatures), it doesn't seem as effective now. Might as well have another great target to copy with Ego and just keep going for broke. Dang it! Oh well. It's all for fun in the end.

Thanks again :thumbsup:


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PostPosted: Tue Jul 04, 2017 2:20 am 
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I had a real off the wall G/W token ramp deck I was going to submit but I just didn't get the time in on it to make sure it was optimized. During the time I did test, it struggled greatly vs control that played liliana tlh. Basically it wasn't good enough and simic ramp was the other build, one that I have played with a decent bit before this contests and while I feel it's a fine deck I wasn't bringing anything new to what I figured would be represented here. That deck doesn't struggle vs control hardly at all.

I will try and test yall's stuff and post my results when I have time. Hopefully on the weekend.

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PostPosted: Tue Jul 04, 2017 6:44 am 
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Up first:

Modulo's Eldrazi Mid-Ramp
Record: 4-3
Notes: Plan A is to attack a lot. Plan B is to attack even more. Better than I thought it would be, really, though I didn't face any real control or other ramp. Reality Smasher is a hero, and getting it early is obviously huge. A couple losses may have been down to bad/slow draws, but it seems this may have a real problem with b/r aggro that deploys quickly (especially with flyers) and follows up with removal/direct damage.
MVP: Along with the Smasher, Spatial Contortion & Nature's Way. These seemed to get key in just about every win.
Ditch: this is more of an "add": Lifecrafter's Bestiary. This deck needs more ways to card advantage, and Bestiary does the work on cast, so you get the draw even if you hit a counter, plus the scry is huge, and it works with your little guys which gives it the edge over elemental bond. I'd probably pull a seed guardian and a land to make room for two.

Game logs:


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PostPosted: Tue Jul 04, 2017 8:42 am 
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ok decklists printed. Tonight will be building and warm-ups against AI. Can't wait.

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PostPosted: Tue Jul 04, 2017 2:34 pm 
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This one was disappointing, too bad.

Haven_PT's Golgari Big-Ramp
Record: 3-4
Notes: I was excited to play this, and it is a lot of fun when it works, but there's a huge hole in the early game, especially against control where the removal isn't useful. Having to wait till T3 to start ramping is just too slow, especially with only 21 land/3 maps. The lifegain can help, but you have to get there first, and a couple games I couldn't.
MVP: Gift of Paradise and Nissas
Ditch: I guess start by swapping battle at the Bridge for more land, but I'm not sure that totally solves the problems. May need a more significant reworking.

Game Logs


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PostPosted: Tue Jul 04, 2017 2:37 pm 
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yikes, those are two rough starts. Without even trying this stuff yet, I have a FEELING Cucho and Elk's decks will be the ones that will perform best for me. But who knows. They all look alarmingly inconsistent. But I think combo-like decks are like that.

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PostPosted: Tue Jul 04, 2017 3:53 pm 
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This one was disappointing, too bad.

Haven_PT's Golgari Big-Ramp
Record: 3-4
Notes: I was excited to play this, and it is a lot of fun when it works, but there's a huge hole in the early game, especially against control where the removal isn't useful. Having to wait till T3 to start ramping is just too slow, especially with only 21 land/3 maps. The lifegain can help, but you have to get there first, and a couple games I couldn't.
MVP: Gift of Paradise and Nissas
Ditch: I guess start by swapping battle at the Bridge for more land, but I'm not sure that totally solves the problems. May need a more significant reworking.

Game Logs


Oddly enough, the games I played against control, the deck performed really well. Yes, the removal is mostly useless, but so is their's. What I did was mostly play out small threats to pull out the counters and sit and wait. Very long games, but never and Ulamog are key to stopping their win-cons. I can see Rise from the Tides posing a problem, if you don't keep a languish or they have enough lands to counter...
You got some bad draws, I guess it happens, but this is one deck that does not try to be fast. I only got mana-screwed once and I won that game (against a rakdos hand-hate deck).
I've said it before and I'll say it again, I flood much more often than I get mana screwed, so all my decks run less Land than most people here like to play. I actually designed it that way, being the idea is to get the Land out of the deck so you mostly hit gas on your draws.
In my testing, keeping a 2 lander with a key or a couple of removal spells was usually fine.

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PostPosted: Tue Jul 04, 2017 4:11 pm 
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Thanks for the input on my list!

Kel'Thuzad wrote:
I like Modulo's deck but might make some different choices on the >4cmc creatures - just not sure what exactly yet.


I assume you want something to go over Seed Guardian, correct? That would be fine, the deck is not married to the card at all. I just liked that it ticked many boxes for the deck (defense vs. fliers, drops something even when removed, good creature to Emerge from).
My previous version ran Pack Guardian, but that seems a bit worse without Nissa's Pilgrimage.
The go-to option would be Bristling Hydra, and maybe that's the card that should be here.

Modulo's Eldrazi Mid-Ramp
Record: 4-3
Notes: Plan A is to attack a lot. Plan B is to attack even more. Better than I thought it would be, really, though I didn't face any real control or other ramp. Reality Smasher is a hero, and getting it early is obviously huge. A couple losses may have been down to bad/slow draws, but it seems this may have a real problem with b/r aggro that deploys quickly (especially with flyers) and follows up with removal/direct damage.
MVP: Along with the Smasher, Spatial Contortion & Nature's Way. These seemed to get key in just about every win.
Ditch: this is more of an "add": Lifecrafter's Bestiary. This deck needs more ways to card advantage, and Bestiary does the work on cast, so you get the draw even if you hit a counter, plus the scry is huge, and it works with your little guys which gives it the edge over elemental bond. I'd probably pull a seed guardian and a land to make room for two.


The deck is indeed a bit weak to fliers; especially Bone Picker; but there's only so much you can do against them.
YMMV here, but Bestiary was a card I tried and found to be too slow. For the card to be worth it, you'd need to draw about 3-4 cards off it; you're generally ending the game quicker than that IMO.
Shaving the 11th Forest seems plausible though; not exactly sure what I'd add over it but would lean towards Skysovereign, Consul Flagship.

BTW, 5 lands is almost always a mulligan for the deck IMO, even if it means going down to 6. You either drew your ramp cards, in which case you practically have more than 5 lands in hand (which would be a mulligan); or you didn't, in which case you don't have good and relevant early plays. The one exception I can think of is if the hand is 5 lands, t2 play (Advocate, Ramp, Contortion) plus a Tracker (basically your only out to flood)

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PostPosted: Tue Jul 04, 2017 5:58 pm 
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Zens deck only has 59 cards

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PostPosted: Tue Jul 04, 2017 6:16 pm 
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Zens deck only has 59 cards

It's the list i've got by him. Let's see if you answer to my PM so i can fix it.

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PostPosted: Tue Jul 04, 2017 8:57 pm 
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Ok warm ups are done, all decks beat the AI, that's a first. These decks are super fun.

Let's start round one of playtesting. I gotta start with red of course, so Cuchos great balls are up...got absolutely destroyed 24-0 against Radkos vamps. What am I supposed to Do against fliers? Had to mull to six and keep a two lander with flamecaller in hand. Opponent had T2 heir and T3 masquerade which kept it ahead of my rolling thunder. 0-1 deck gladly deleted. Let's see if anything else ties this for last place

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Last edited by Black Barney on Tue Jul 04, 2017 9:08 pm, edited 2 times in total.

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PostPosted: Tue Jul 04, 2017 9:00 pm 
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I did not see the implications of the deck's name LOL!

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