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R/G Savage Ramp

Standard* Aggro Ramp

sjis


Sideboard


Add 2x Ruric-Thar, the Unbowed to the main deck

Template for a possible post-DGM Gruul Aggro/Ramp deck, using Ruric-Thar as a finisher.

The main strategy is to use the solid green-based aggro core to do some damage early, and follow up in the late game with really big creatures.

Breakdown by card:

Ruric-Thar: Eats thundermaws, obzedats, thragtusks, etc.. He forces the opponent to have an answer, and take 6 damage, or play a more-or-less creature only game. We're pretty happy playing a creature only game.

Burning-Tree Emissary: an auto 4-of.

Arbor Elf: Can function as a time walk in this deck.

Experiment One: Very good turn one, but not as good afterwards. Can be akward with arbor elf.

Flinthoof Boar: Just a very solid card. Burning-Tree into this guy will evolve either the experiment or the sage twice.

Gyre Sage: It's always a good card to draw. Oftentimes feels like a goyf, and she is just plain abusive with Increasing Savagery.

Increasing Savagery: Using it for the synergy with gyre sage. Maybe should be a three of- you really don't want two stuck in your hand without the sage- but the combo, when you have it, is so good I'm keeping 4 in for consistency.

Ghor-Clan Rampager: Very flexible, two relevant modes.

Kessig Wolf Run: The colorless hurts, but it turns every creature into a easy win-con vs. control, and is good for pushing through the last points of damage.

Strangleroot Geist: Good card, but the GG cost hurts. 3 of.

Mizzium Mortars: Can very nicely clear the field to allow attacks or can be used to simply take out pesky 4-toughness creatures, since experiment one, sage, and flinthoof boar often end up at 3/3 or 2/3. Less useful vs. Midrange and control.

Wolfir Silverheart: In my opinion, better than thragtusk for this deck. An 8/8 and another +4/+4 boost for only 5 mana is pretty overpowered. Weak to removal though, and can be slow vs. pure aggro decks.

Domri: You're always happy to see him, but you never want two in the same hand.

21 lands: Seems to have worked for me so far, despite the "midrange-ey" feel of the deck. The arbor elves and Gyre Sages really help out with this, and cutting the extra 2 or 3 lands lets us play more threats.

The sideboard plan right now:

Vs. Aggro-

In: Burn, Experiment one, and Flinthoof boar.

Out: Ruric, some Strangleroot Geists or Wolfir Silverhearts

Vs. Midrange-

In: Act of Treason, Mugging

Out: I'm not really sure-- help?

Vs. Control

Out: Mizzium mortars

In: Experiment one and Flinthoof boar

I'd love any and all feedback.

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 0 Mythic Rares

17 - 4 Rares

15 - 0 Uncommons

7 - 11 Commons

Cards 54
Avg. CMC 2.28
Tokens Emblem Domri Rade
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