Dom Harvey
Contributor
Playing extra lands is maybe my favourite thing to do in Magic, and now that I've fallen in love with the Amulet deck I want it in my Cube for sentimental reasons if nothing else. My issue with ramp is that it severely punishes durdly midrange decks that aim to grind out marginal value. Now you might say 'Mono-White Control or whatever silly project you want to support now was never going to work anyway, get over it', and you'd be right (more on this in another thread)! However, I think there's a larger discussion to be had about what makes ramp a fun deck to play with and against instead of just another non-interactive strategy.
Questions:
- What do ramp decks look like in your Cube, and are you happy with them?
- What are the advantages/disadvantages, in both power and good gameplay, to various types of ramp (fetching extra lands, playing extra lands, creatures, artifact ramp)?
- What should the payoff be, maximizing spells that have some utility before you reach the ideal game-state (Mizzium Mortars/Cyclonic Rift, X spells, kicker), accelerating into the curve-toppers that normal midrange/control decks want (good 5/6-drops like Titans). or dedicated rewards for making lots of mana (Karn/Ugin, Upheaval, Eldrazi, Craterhoof Behemoth)?
- Can ramp be powerful enough to stand on its own legs without exploiting its natural edge against midrange decks and non-counterspell modes of interaction?
- With all the land searching that ramp decks can potentially play, what utility lands or classes of lands get you excited? If you had Primeval Titan, what would you want to fetch up?
For my part, all I want is to have Oracle of Mul Daya in play permanently: I love moving lands between zones, playing more of them, and finding lands that do cool things. The cards that tie into this approach also have uses elsewhere - as important parts of landfall aggro or top-of-library themes, and generally good role-players in midrange/control - and promote a type of gameplay that I think is enjoyable for both players and not just me. Primeval Titan embodies everything I like about this style of ramp - it bridges the gap to the 'super-ramp' payoffs if that's your thing, and it lets you craft a plan around it but is also appropriately powerful in normal decks.
Questions:
- What do ramp decks look like in your Cube, and are you happy with them?
- What are the advantages/disadvantages, in both power and good gameplay, to various types of ramp (fetching extra lands, playing extra lands, creatures, artifact ramp)?
- What should the payoff be, maximizing spells that have some utility before you reach the ideal game-state (Mizzium Mortars/Cyclonic Rift, X spells, kicker), accelerating into the curve-toppers that normal midrange/control decks want (good 5/6-drops like Titans). or dedicated rewards for making lots of mana (Karn/Ugin, Upheaval, Eldrazi, Craterhoof Behemoth)?
- Can ramp be powerful enough to stand on its own legs without exploiting its natural edge against midrange decks and non-counterspell modes of interaction?
- With all the land searching that ramp decks can potentially play, what utility lands or classes of lands get you excited? If you had Primeval Titan, what would you want to fetch up?
For my part, all I want is to have Oracle of Mul Daya in play permanently: I love moving lands between zones, playing more of them, and finding lands that do cool things. The cards that tie into this approach also have uses elsewhere - as important parts of landfall aggro or top-of-library themes, and generally good role-players in midrange/control - and promote a type of gameplay that I think is enjoyable for both players and not just me. Primeval Titan embodies everything I like about this style of ramp - it bridges the gap to the 'super-ramp' payoffs if that's your thing, and it lets you craft a plan around it but is also appropriately powerful in normal decks.