Titan Ramp

by scorpio7777 on 31 August 2010

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (7)

Sorceries (7)


Land (1)

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

Titan Ramp deck.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 939 times.

Mana Curve

Mana Symbol Occurrence

000044

Card Legality

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

Deck discussion for Titan Ramp

I like the idea but, i dont see how you are going to stay alive long enough to pull it off

0
Posted 31 August 2010 at 11:25

Permalink

Typically, I'll have 6-7 lands in play by the 3rd turn if not sooner because of Explore, Cultivate, Harrow and rampant Growth. Not only that, all the fetchlands make deck thinning extremely fast. We're talking about a fourth turn Titan and a fifth turn Avenger.

Turn 1 - Play a land. Explore. Fetchland.
2 lands in play.
Turn 2 - Play a land. Cast Rampant Growth.
4 lands in play.
Turn 3 - Play a land. Cast Khalni Heart Expedition. Cast Harrow or Cultivate.
6-7 lands in play.
Turn 4 - Cast Titan. Brings any 2 lands into play. Bring in x2 Valakut. Play Mountain = 6 damage. Sacrifice the Khalni Heart Expedition and bring in 2 more mountains = 12 damage. Cast Another Explore/Rampant Growth.
12-13 lands in play.
Turn 5 - Attack with Titan, bring in 2 more Valakuts. Play a Mountain = 12 damage to opponent. Cast Avenger or another Titan. If Titan, 4 Valakuts do 24 damage to opponent for bringing 2 Mountains into play plus the damage the titan will do. this goes even faster if you have 2 titans in play.
15-18 lands in play.
Turn 6 or more - your summoning traps will help along the way. Avenger of Zendikar makes all of those lands creatures JUST in case you need the backup.. which you probably won't.

Takes a few turns to get rolling and you're pretty open for the first 3 turns. But this is only an average speed for the deck. If I get more land fetch spells early on, the faster it works. Plus having an early Khalani Heart makes it that much faster..

0
Posted 31 August 2010 at 12:10

Permalink

Basically, by turn 4 your goal is to have all 4 Valakuts on the field so when you play your Titan, the player takes 24 damage.

0
Posted 31 August 2010 at 13:03

Permalink

I see i see,
last week at an fnm i went against a control deck based mainly on valakut ramp, but yours seems much more advanced i like it!.

0
Posted 31 August 2010 at 13:29

Permalink