Temur midrange ramp

Modern* NTakamura

SCORE: 1 | 24 COMMENTS | 469 VIEWS


July 31, 2020

I refined the deck to focus more on ramp and took out the +1/+1 counter cards. The ramp spell are cheaper cmc and I am able to put Multiple lands out with a few cards.

Unfortunately, yes, I do think there is too much going on. If you want to try and keep the burn/ramp archetype and also keep the other, your best bet is to drop all the blue cards and the +1+1 counter ones, and pay more attention to the cards you have like Balefire Dragon, and Soul's Fire, that fit both strategies. That said, those were a lot of suggestions, and you don't have to pay attention to any of them, really.

July 30, 2020 12:32 a.m.

aholder7 says... #2

A few things to start off with. you have a lot of 1 ofs. you want to maximize your consistency, which means 4 ofs for your important cards. you can have a bunch of 1 ofs, but only if you have some way of searching for them. Fierce Empath does that, but you only have 1 of those.

next lets talk about a game plan. a deck usually wants 1 main plan to focus on, with some decks going for a back up plan if they have a strategy that tends to get some frequent hate. now the plan can be fairly broad and you can have multiple types of cards that help your plan but there should be a very clear plan. I think there is a plan in your deck, but you have lots of cards in it that do not fit the plan very well.

so lets talk about what things we see in the deck and where you can go from here. I see a lot of big creatures and ways to get them out quicker. this is generally called 'stompy' and tends to fit in GR/GRx lists as it allows for ramp and aggressive beaters. cards like Goreclaw, Terror of Qal Sisma are great for this. blue is sometimes added to stall opponents out until you unleash your monsters.

when looking at your cards, you'll want to think "how does this help my plan?". for example, what does Elvish Reclaimer do for the deck? it doesn't ramp the deck unless you're grabbing bounce lands like Izzet Boilerworks but is vulnerable to your opponents removal unlike cards like Farseek. it can become a 3/4 but your goal isn't to play a few 3/4s and win via value cards, it's to get big scary things into play that end the game.

Since this is a deck revolving around winning with some big scary things, lets talk about big scary things. you have a lot of options. but you don't need that many. what you need is 1 or two very good ones and multiples of them to make sure that you get them when you need them. right now i'm not a huge fan of top end of your deck. mainly they are cards that are very expensive and either don't do much, or do it too slowly. Verdant Sun's Avatar is 7 mana 5/5 that gains a little bit of life. Roil Elemental requires triple blue which isn't always as easy, only has 3 power which is abysmal for a 6 mana card and you still need to play more land in order to get use out of it. Simic Sky Swallower at least can't be removed easily by an opponent where as most everything else in your deck loses to Terminate. you might want to consider cards like Carnage Tyrant, Terror of the Peaks, or Inferno Titan. these cards are harder/painful to remove or get some value when they come in so it's not a total loss if they are removed.

you have ramp in your deck which is good. that's something you want. the problem is that most of the ramp in your deck is too slow/expensive. Frontier Guide wont be able to ramp you unless you already have 4 mana. and if you have 4 mana Explosive Vegetation or goreclaw are better bets. the point of ramp is that you do it early, so that your big things come out faster than they normally would. so you want cheaper ramp cards. Sakura-Tribe Elder is a great card for this as it can be used as early as turn 2 and can provide a blocker if your opponent is being really aggressive against you in the early game.

counter spells can also help the plan. the reason people want to get big things out fast is mostly to get them out before your opponent has a chance to do something. so in a way, counter spells are almost like a form of ramp. so long as you play a land and counter your opponents spell for the turn, you've essentially just said that both players play a land. the problem with the counterspells you picked is that they are expensive. you need to be able to stop your opponents plays early on in order for the previous statement to work. and ideally you want to be able to do stuff on your turn besides just hold up mana to counterspells. for both these reasons you want less 4 mana counterspells and more 2 mana counterspells such as Mana Leak, or Remand.

you mention that you are playing burn. burn generally means using cards that deal damage directly to your opponent in order to get their life to 0. you play pretty much zero of those cards. i do see several cards that deal damage to creatures which is what i believe you were getting at.

theres a lot of work this deck needs in order to be ok. the ideas are there, but most of these cards would need to be switched out. i can try to put together a sample list of what i think you'd want this deck to look like but i'll have to do that tomorrow as it's 1:30AM here and i need sleep.

July 30, 2020 1:31 a.m.

NTakamura says... #3

Thanks Omniscience_is_life and aholder7 for your advice. aholder7 I would like to see what you would do to this deck if you had to switch things out.

July 30, 2020 7:17 a.m.

heinrichdk says... #4

I like the idea it reminds but me of my EDH Temur deck in the sense that its mostly one offs you lose consistency.

I have tried ramp/burn deck (Naya) before in Modern and the problem i had with it that i would draw part ramp part burn and be left with two incomplete strategies. my advice would be lean more into the blue side with your instants get counter spell to stop the opponent from winning Mana Leak Remand if you can Cryptic Command you need to draw the game out and buy time for your ramp. As for the ramp cards in the deck its plainly bad the idea of ramp is to get to ahead of the curve any one can cast a 6 drop at turn 6 but you need to be able to cast it at turn 4 or even 3 modern have a bunch of really good ramp Elvish Mystic Llanowar Elves Birds of Paradise and my favorite Arbor Elf + Utopia Sprawl or if creature ramp is not what you are looking for playing more than one land a turn Sakura-Tribe Elder Sakura-Tribe Scout Farseek and then one that people miss because the only use the +1/+1 reach and 3 damage option Atarka's Command early game it can help you ramp late game it can give you the last bit of damage you need. Bounce lands are bad in modern if you are not using Amulet of Vigor or you can play more than one land a turn

Savage Knuckleblade is really underrated in my opinion you are playing the right colors and its a good way to keep you opponent at bay combine it with other 3/4 drops to use as blockers

As for the big finishers it is up to you how you want to end it but get something to fetch the finisher when its time like Chord of Calling its an instant so you can do it on your opponents end step if you need to tap down you creatures or you can use it to get a 4 drop

July 30, 2020 8:20 a.m.

NTakamura says... #5

What everyone thoughts on having two Budoka Gardener  Flip had two in my deck at one time. Or just one?

July 30, 2020 10:25 a.m.

aholder7 says... #6

My Sample Decklist. i wouldn't play gardener. it can't ramp the turn you cast it and you should have the game over before you hit 10 lands. having reusable ability to ramp would be nice but it's unlikely you will have enough lands in hand to sustain using his ability.

July 30, 2020 5:42 p.m.

abbatromebone says... #7

  • Focus your deck, it can do everything make sure it can do one thing really well. if you are ramping you can hit hard with creatures burn is only needed for reach which you dont need a lot of.
  • what do you want to counter thats important? If you dont have a strong answer theres better cards to use. If you do want counter magic you want the 2 mana counters or 1 mana counters. Your creatures are big so you cant hold up 4 mana all the time. You can however hold 2 mana.
  • cut Chromatic Lantern and Evolution Vat
  • Ramp is important in a ramp deck you want cards like this Sylvan Caryatid in multiples rememebr you can have up to 4 copies of a card.
  • Idk how much money you wanna spend or how strong you want the deck so Ill provide more feed back once i know what your looking for more.
  • These decks are what i do in ramp if that helps. Mono Green Control!?! and Hydra tribal.
  • If you want i can help you more or just build a deck if you wish (i have a lot of xp doing this just look at my account).
July 30, 2020 11:11 p.m.