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Legacy Combo Ramp

Vorxis


This Deck Mana ramps into big threats for the win. There are numerous interactions between the cards I have selected, and it can usually churn out a beastie by turn 5, or stall long enough to allow you to turn the tide in your favour.

Breaking the deck down:

Lands:

1x The Tabernacle at Pendrell Vale: This is a great way to stall your opponent who likes creature aggro. Only a 1 of here, as I can fetch with an Expedition Map. Good tekkers.

1x Eye of Ugin: This is mainly for when you have a bunch of lands already out, but no win-con in your hand. tutor this baby out via Expedition Map, and for a paltry 7 mana get your mitts on a lovely plane-destroying creature of your choice.

4x Cloudpost: This forms part of the legacy staple "12 post", and is an automatic 4 of in this deck. it mana ramps like crazy, especially with Candelabra of Tawnos out. More on that later.

4x Glimmerpost: another auto 4 of, forms another third of the "12 post" strategy. And who doesn't like a little life gain now and then?

4x Vesuva: the third in the "12 post" trilogy. Can also imitate any of the following lands...

4x Urza's Mine: ah, the other colourless mana ramping lands - or "Urzatron". yes, there are 4 of each of them.

4x Urza's Power Plant : see above.

4x Urza's Tower: completes the "urzatron" set.

Tech:

3x All Is Dust: this is your catch-all fail safe for getting rid of everything your opponent is throwing at you. It gets rid of targets with hexproof and indestructibility too. Awesome tekkers!

4x Candelabra of Tawnos: If your opponent is clever, they will recognise this as the biggest early game threat you can have. Why? Simple. Cloudpost comes into play tapped. Laying another Cloudpost or a Vesuva turn two, you can tap your first land for two mana, Cast the Candelabra of Tawnos for one, and use the one mana left over to tap your newly laid candelabra and untap your Cloudpost again, freeing you up to lay down something else. It gets ridiculous just how fast you can ramp with this card out. On turn three, you can potentially ramp to 12 mana! Scarily good.

4x Expedition Map: This card has to be an auto 4 of. without it, you could waste turn after turn wishing you had that Urza's Tower that completes your set. Or (insert any land here). Good Tech to find your The Tabernacle at Pendrell Vale too, if required.

4x Howling Mine: This is a bit controversial, but I'll try to explain my reasoning behind including what could potentially help my opponent. The biggest problem with this deck is it's lack of draw. I had to weigh up the con of giving my opponent extra cards over the pro of drawing an extra card. I believe that in this deck, having a full hand is more beneficial to take advantage of the crazy ramp you are getting. Drawing into an All Is Dust will completely ruin your opponent's day if he/she has just played four or five creatures, hoping to overrun you. You may argue that Font of Mythos is a better draw engine, but I like to spend as little as I can on tech, so I can splash out on the win-cons.

3x Jester's Scepter : Again, a little bit undecided on this, but colourless Counterspell was just too good to pass up.

Creatures:

2x Emrakul, the Aeons Torn: Uncounterable, turn-giving, evasive, protected from all colours, annihilating - for 6! -, 15/15 body, that gives death the middle finger and grabs your graveyard to use again to boot. and all for the lowly cost of 15 of your colourless mana.

2x It That Betrays: maybe not as good, but still potent. On the plus side, Laying down the hurt with an All Is Dust while this baby is out will make your opponent sad.

2x Kozilek, Butcher of Truth: Did I mention that this deck doesn't have card draw? Thank you Mr. Butcher of truth!

4x Steel Hellkite: Interesting 4 of here. It's relatively cheap to cast, has built in evasion, and you can pump him up to obscene levels. Oh, and this chap also has a Ratchet Bomb ability to boot. Except you don't have to sacrifice him. Or put charge counters on him.

3x Shifting Wall : Your defence starts here. with your mana ramping skills, you should be able to get a sizable body in the way of most attacks Quite early on. Nobody wants to face a 7/7 wall and risk their best creatures.

4x Steel Wall these babies are cheap, and stop creatures dead for the first couple of turns. 4 toughness is quite appealing turn one.

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Date added 12 years
Last updated 12 years
Legality

This deck is Legacy legal.

Rarity (main - side)

8 - 0 Mythic Rares

22 - 0 Rares

3 - 0 Uncommons

27 - 0 Commons

Cards 60
Avg. CMC 4.32
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