Mono-green ramp

by Omega1618 on 17 June 2011

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Sorceries (4)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This deck was designed to be a ramp deck that has creatures with come into play effects and leave play effects, in order to make removal less effective and to make momentous fall better.

It deals with red deck wins and other burn/aggro decks by using life-giving creatures and deals with control by using summoning trap and the previously mentioned come into play/leave play effect creatures.

I tried to make it as inexpensive as possible while still being viable.

As a side note, I always try to use momentous fall in response to removal.

Edit: Added Surgical Extraction to deal with valakut. Acidic Slime or Beast Within + Surgical Extraction = no Valakut

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,927 times.

Mana Curve

Mana Symbol Occurrence

000049

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Mono-green ramp

Comments, tips, and suggestions would be appreciated. :D

0
Posted 17 June 2011 at 09:46

Permalink

The only thing I can suggest is maybe change the number of some of the cards you have. Choose which one will be more beneficial for you. For instance, I chose 4 Growth Spasm in my Valakut deck because I wanted to be able to cast Primeval Titan on turn 4. Or would you rather play Cultivate to ensure you have the land drops each turn? and glimmerpost will almost always do nothing for you. gaining one or two life is insignificant. Try Khalni Garden out. It'll stop a big ground creatures attack and in the long run will save you more life.
hope this helped.

0
Posted 17 June 2011 at 19:49

Permalink

Thank you beelang for commenting, the reason I put in glimmerpost over khalni garden is because it comes into play untapped and i figured with only four lands that don't produce green I won't be mana screwed as much and it will be a free one life, however I'll add Khalni garden. About removing cards, I'm not sure which to take out.

0
Posted 17 June 2011 at 20:00

Permalink

I just took out 4xovergrown battlement and added a llanorwar elves, arbor elf, cultivate, and growth spasm.

0
Posted 17 June 2011 at 20:08

Permalink

I rather enjoy the Overgrown Battlement :) I think it is a really good way to stop early attacks (say from mono red) and if you have two of them in play you get a little bonus. But perhaps with having 8 elves in your deck. Maybe Elvish Archdruid would be of some service? I guess play testing would help with that. to see if it would do any good. :) I do think you have a solid foundation though! that's for certain.

0
Posted 19 June 2011 at 04:40

Permalink

The reason i took out the overgrown battlement was because it didn't flow well in the deck. Turn 1 you drop one of the elves, turn 2 after playing a land you have 3 mana open, so using a 3 mana spell would be most efficient I think. That is why I took out the battlement.

0
Posted 21 June 2011 at 04:27

Permalink