Ramp doesn't
need to be boring, but it often is. Look at this deck from the most recent Pro Tour Gauntlet:
Gr Eldrazi Ramp
This deck is shamelessly, offensively boring. It's not even good enough to make you appreciate its ruthless efficiency and put you out of your misery quickly. No games of Magic are more interesting or fun when this deck is involved. There are no thought-provoking decisions or cool interactions. I hope Standard never gets to the point where playing this deck is a smart choice.
Let's look at some other examples:
Wolf Run Ramp
This deck is as interesting as Turn 4 Titans are interesting: not very. The burn gave this deck some interaction and the question of how much to commit with Wolf Run was often a challenging one (though usually in games where you were solidly favoured and you were just trying to make your 75% chance into an 80% chance). Huntmaster subgames were kinda cool too.
Gr Devotion
Devotion is a lot more appealing than the traditional ramp strategy but harder to recreate in Limited. You can manage the ramp here by keeping their board under control, a lot of the cards offer ways to spend your mana so you have important sequencing decisions, and there's randomness via manifest and Genesis Hydra to keep things entertaining. That said, you would just run them over with an early Xenagos/Polukranos/Atarka a lot of the time.
Valakut
dear God no
RGu Destructive Force
RGw Destructive Force
Now these decks are actually pretty sweet! The blue one in particular looks a lot like the RUG decks I enjoyed playing in Cube a while ago (the RUG deck from Zen-Scars Standard was great too). Unfortunately it contains some rather overpowered planeswalkers like Garruk Wildspeaker (jk but not really, it's somehow more obnoxious than Jace TMS in my experience).
Snow Ramp
The much-maligned Harmonize makes an appearance! This one wasn't very good or compelling and doesn't offer many lessons.
Contrast all of that with the Goggles deck, which I'll post again with a few MD-SB changes to highlight some things:
This deck isn't a mindless ramp strategy, it's a system with lots of moving parts:
- Fiery Impulse, Magmatic Insight, and Traverse mean you can reliably surge Fall of the Titans for close to full value
- Tormenting Voice can bin Kozilek's Return for a later World Breaker, and set up Spell Mastery on Turn 2 for Nissa's Pilgrimage
- Goblin Dark-Dwellers lets Nissa's Pilgrimage jump you from 3->5->7 with lands to spare, and gives you a 'free' Traverse in the late-game
- Drownyard Temple lets you Insight/Voice for value while not having to play any subpar ramp cards, and can infinitely recur World Breaker
- Chandra lets you cash in excess Forests and Temples/World Breakers that you can get back later
- You can put Traverse or Fiery Impulse on the stack and respond by Surging Fall of the Titans to get another card type
It's so much more fun to play with and against than typical ramp decks, and should be the model for Ramp in a RL-style Cube; the Legacy Cube ramp decks, full of mana elves, planeswalkers, and finishers like Woodfall Primus/Hornet Queen is primitive by comparison. It requires a decently large commitment, but luckily for me it involves cards that I mostly want to include anyway.