Sideboard


Maybeboard

Land (1)


Naya Ramp Blitz to 8 mana, ASAP. Still a work in progress, and its really powerful for where it is.


Burning-Tree Ramp (7 on turn 3, 8 cards total of 10 drawn)
Turn 1: Land, Elvish Mystic
Turn 2: Land, Burning-Tree Emissary, Springleaf Drum, Sylvan Caryatid, Elvish Mystic
Turn 3: Land, Play stuff

Hedonist Ramp (8 on turn 3, 7 cards total of 10 drawn)
Turn 1: Land, Elvish Mystic
Turn 2: Land, Satyr Hedonist , Springleaf Drum, Elvish Mystic
Turn 3: Land, Play stuff.

I really think I can at least top 4 with this.


>>>>How did I end up doing this? I was talking with a friend on how I really just wanted to play Gift of Immortality with Spark Trooper , but since reanimation was kind of out of the question I needed a fast way to play the two of them at one time. So I went into full research mode about how I could possibly get the most amount of mana by the earliest turn possible. So I ended up with what you see. If something like Avacyn's Pilgrim existed in today's standard, I wouldn't have even tried. After I realized how fucking sexy that Buring-Tree Emissary and Springleaf Drum were together, I very speedily realized that Satyr Hedonist and Springleaf Drum gave similar results, which just adds to the consistency. The other practical application to these are typical RG Ramp, then RUG, Jund, and Naya. Jund and Naya have spells to save mass amounts of creatures from Supreme Verdict, but Naya just has more overall, that can also double to give board advantage. Once Ruric Thar, the Unbowed hits the board he's impossible to deal with, without being punished.


How the Deck REALLY plays: Its still a ramp deck at heart with a lot of land destruction which can double as destruction for other things like Whip of Erebos, after effectively slowing down your opponent (since Nykthos and Mutavault are so prevalent), you drive home some damage and really put them in tight spots and force them to spend the little mana left they have, and then finish them with Magma Jet, Boros Charm, Spark Trooper or Ghor-Clan Rampager .

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So I did FNM tonight, and did pretty poorly overall, but I did what I could. After FNM I made some adjustments and some trades to get some tools. My sideboard IS NOW what it says it is, instead of the random stuff that could be ok, but really isn't that I was running.


Match 1: Jund Midrange 2-1
Was a really good overall game, Mutavault got me there mostly, and he couldn't deal with land destruction. Then game two I kept a bad but salvageable hand, lost for it. Game 3 was Mutavault and 3 Burning Tree-Emissaries and 2 lands destroyed. Shut him out that last one.

Match 2: RDW (not devotion) 2-1
Ruric Thar, the Unbowed won me both of the wins. Second game I got too many small creatures and was burned out, so I sided in Hexproof, but ramped to Ruric turn 3, and he scooped.

Match 3: Mono-Blue Devo 0-2
Thought I was ready for this deck, and I apparently wasn't.

Match 4: Selesnya Auras 0-2
Mulled to 5 first game, was bad, didn't really play anything. Second game, didn't ramp got him down to 4, ran out of steam, attempted to feint him into thinking I had a Ghor-Clan in hand, he didn't buy it, I lost.


I have my Gods Willing in side now, and that should allow me to drive home damage, as well as protect my dudes, plus scry one if I need to.

Comments

Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

24 - 6 Rares

18 - 6 Uncommons

12 - 3 Commons

Cards 60
Avg. CMC 2.68
Tokens Wurm 5/5 G w/ Trample
Folders Sweet, Old Standards
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