Friday, February 25, 2011

Casual Deck Examination: #2 Red/Green Eldrazi Ramp

So for this edition of the casual deck examination i'll be taking a look at the second of my casual decks and explaining to you the basics of how it works, this casual deck is known as Red/Green Eldrazi Ramp and the list is below


Lands = 23
3 Evolving Wilds
13 Mountain
7 Forest

Creatures = 15
4 Wall of Tanglecord
4 Vent Sentinel
4 Overgrown Battlement
1 Emraukl, the Aeons Torn
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre

Spells = 22
4 Burst Lightning
4 Lightning Bolt
4 Searing Blaze
4 Pyroclasm
4 Cultivate
2 Explore

Sideboard = 15
4 Naturalize
2 Fireball
2 Comet Storm
3 Flameblast Dragon
4 Arcbound Crusher

It's very simple to understand a ramp deck, get up to the mana you want say on turn 7 or 8 cast your eldrazi and it's over, i have one copy of each of the eldrazi legends in this deck and each one of their abilites is very useful in a casual multiplayer game, of course let me explain why. Ulamog and Kozilek are the backbone of the deck one blows up things, one draws me cards, allowing for a reload of my hand, all the while Emrakul, gives me a extra turn, allowing me to basically win the game on a single swing since most opponent's are down to a low life total by the time he enters the battlefield, these are the only three real rares this deck contains for a specific reason and each one is pretty costly these three alone usually end up being about half of the deck price in a single shot.'

Uncommons are plentiful in this deck ranging from Vent Sentinel, Pyroclasm for those pesky white weenie spells and arcbound crusher for the sideboard, the rest of the deck is pretty standard, sideboarding Flameblast dragon to dump all that excess mana into and win games as fast, as well as throwing fireballs at your opponent's face for maximum damage with all the excess mana you'd have by turn 6 or 7 most games, did i mention you can recycle these cards as well, thanks to the eldrazi's special abilites so you can use them over and over and over again till you win the game, protection from mill and decking elements are needed to run this deck effectively and the eldrazi provide a screen for just that, i also threw a few comet storm for the sideboard and some naturalize to deal with pesky enchantments like Honor of the Pure, Oblivion ring and even Journey to nowhere which are a real threat to the deck as a whole.

The land base is pretty basic 3 evolving wilds, some basic mountains and forests, nothing too big, i know i could use some manlands but that not gonna happen anytime soon, Raging Ravine is nice and all but not a decent fit for this deck since speed is key. you wanna try a 2 land hand and fix the mana via Explore, Overgrown battlement or throwing out a 0/6 blocker that can block air dudes in the form of Wall of Tanglecord, most games though you win via Vent Sentinel so it's always nice to have a backup for the deck in the form of the eldrazi. Some basic burn including Bolt, Searing Blaze and of course Burst Lightning to dump mana into for it's kicker cost and the overall mana fixer of the deck most times is a turn 3 cultivate which brings two lands into play one on the field one in your hand and if you didn't play a land that turn boom there is land no 5 on turn 3, it's a massive accelerant that has won me many a game and deal with some serious bad mother jammer threats and saved my bacon a dozen times over at this point, overall this deck is pretty hot and cost effective for the most part, this deck will probably run you about 70 dollars with sleeves included if your lucky, a great multiplayer build for those casual players and a nice pick up and play for those budget standard builders all except the sideboard of course, till next time this is vergil signing off.

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