pie chart

B/G Ramp/Control

Standard* GU (Simic)

JCareyTX


The idea of this deck is to use low-cost mana ramps (and other land-grabbing tactics) to cast medium-cost creatures very early in the game. Meanwhile there is enough control to keep your opponents' pants down while you attack with pumped-up creatures.

Nissa, Vastwood Seer   is great at any time of the game. As she enters the battlefield she puts a forest card in your hand which is good for getting land down in the early-game, as well as helping you flip her quickly. After she is flipped, her +1 ability continues with the land-grabbing, while her -2 and -7 abilities offer two extremely lethal offensive moves.

Kiora, the Crashing Wave plays well in this deck because her +1 ability allows you to keep your enemy's threats at bay while you build your forces. Her -1 ability helps you get more land out and her -5 ability just crushes your opponent.

Ugin, the Spirit Dragon is in there mainly for his very powerful -x removal ability. His +2 Burn ability and his -10 card-control make him a serious threat. He also enters the batlefield at 7 loyalty points which is well worth this high mana-cost.

Leaf Gilder and Honored Hierarch are both mana ramps which are very important for casting high-cost spells quickly.

Bounding Krasis is one of my favorite creatures to have in-hand. His flash allows me to block and kill unsuspecting attackers and his tap/untap ability allows me to keep my opponent off guard while I attack with ramped-up creatures.

I find that some games start to stall out so I've included Managorger Hydra. I love that I can play it early in the game and it builds itself up into a big bomb rather quickly. With all of the counter spells in this deck, my opponents find themselves dealing with a much bigger creature than they normally expect.

With so many folks playing dragons, I decided I needed some sort of protection from the fliers that make it by my control spells. Angel's Tomb works pretty well for this because it allows me to hit my opponent for extra on the turns that I cast creatures but, more importantly, if my opponent plays some sort of large dragon, I can flash in a Bounding Krasis and ramp up an Angel's Tomb to make a nice defense.

Cancel and Clash of Wills are deeply important because they will be the first line of defense against my opponents' threats. I only have 3 of each so I must be choosy when I play them. My tactic here is to force my opponent to play in mediocre battlefield conditions while he struggles to control my mid-sized creatures.

Epic Confrontation works well to clear the battlefield before my creatures attack. If my opponent casts a creature slightly larger than my Krasis, this will help remove them.

In the case that a blocker is being pesky, I've added Titanic Growth and Become Immense. These can give my creatures just enough strength to come out of combat alive or, more often than not, I use these spells to pump-up my medium-sized creatures while they deal damage to my opponent. One time I was swinging for 2 with Honored Heirarch but right before damage resolved, I cast two Titanic Growths on him and total damage turned to 10!

That about describes my deck. It is certainly a work in progress so any tips will be appreciated. I'm currently working on a sideboard. I know Displacement Wave will be part of that in order to deal with tokens and agro decks. I'm interested in making a "Transform" sideboard as well so any tips on that would be nice.

Thanks for checking my deck out! +1 me if you like!

Suggestions

Updates Add

Comments

Date added 9 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

5 - 0 Mythic Rares

11 - 0 Rares

15 - 0 Uncommons

17 - 0 Commons

Cards 60
Avg. CMC 2.75
Tokens Ashaya, the Awoken World, Emblem Kiora, the Crashing Wave, Kraken 9/9 U
Votes
Ignored suggestions
Shared with
Views