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Sam Ramos's Spiderman

Commander / EDH Counters Ramp

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Game plan is pretty straightforward: play ramp, slam Ramos, profit. The first part of the Game Plan is for right after Ramos comes down, so you can build counters quickly and keep your hand full while you're at it. The second part of the Game Plan is for after Ramos has counters, at which point you can start spending them for huge payoff. Notably important combo pieces include:

  • Elsha of the Infinite, which gives you pseudo card draw by letting you play spells from the top of your deck, even at instant speed, allowing you to make use of Ramos counters for mana during an opponent's turn
  • Spark Double, which lets you double up on activations for Ramos each turn by having a second Ramos
  • Savor the Moment, which gives you an extra turn for cheap to continue cashing in on Ramos activations
  • Conflux, which can give Ramos five counters on its own, while also being a great way to spend the mana from counters you may already have

The deck is leaning green, with blue as a secondary color, so try to ramp toward lands that produce green mana early on. Speaking of lands, you'll notice a few very special lands in the list, including:

  • Field of the Dead, which can provide a backup win condition if the game goes long, while also being active as early as 7 lands since every land in the deck has a different name
  • Forge of Heroes, which can put a counter on Ramos, and since five counters make ten mana, this land essentially provides two mana by using the secondary ability
  • Hall of Oracles, another way to give your commander free counters, with a very high instant/sorcery count in the 99
  • Opal Palace, yet another way to get counters, but possibly the best one in the deck since it gives the most after the first time you cast your commander
  • Krosan Verge, which can get two trilands to really fix your mana

Lastly, keep in mind that most of the cards in the deck are multicolored, so in most cases, you'll be able to go off quite well if your commander sticks for even one turn cycle. That being the case, it's often wise to try to leave up a little mana for interaction on the turn you cast Ramos (especially if you have Dovin's Veto), but if you can't, it's not a huge problem. Just play for your own game plan, and if you can get a couple Ramos activations without losing your commander, you're probably going to win the game.

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98% Casual

Competitive

Date added 2 years
Last updated 6 months
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

61 - 0 Rares

15 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.51
Tokens Angel 3/3 W, Cat Warrior 2/2 G, Elk 3/3 G, Emblem Dack Fayden, Emblem Jace, Vryn's Prodigy, Emblem Wrenn and Six, Food, Spirit 1/1 C, Treasure, Zombie 2/2 B
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