|
| ||||||||||||||||||||
|
Standard Tech: Mana Ramp
Written by ShadowS on October 28, 2006 Standard Tech: Mana Rampby ShadowS![]() As soon as TS came out here on the league, we all scrambled for the next big deck. Just like any rogue deck builder, I had one or two or twenty ideas to try. BW aggro and Zoo were among the greater successes. But it all seemed fleeting. Zoo was inconsistent, and BW just didn't want to go the extra mile against anything that could TD a draw spell. So after a lot of frustrating losses, I decided it was time to netdeck and get to know my upcoming metagame. The deck I had enjoyed the most was one UGW control. Unlike the dominate UW control, it played enjoyable mid-game threats along with the latter game winners and the possible dump and reanimate styling of Solar Flare. I found it to curve in an enjoyable way. Any successful rogue deck creator should be able to gain inspiration from other aspiring decks, and this was mine. But for some reason, I was very obsessed with Farseek. The deck ran no signets and only four Farseeks, and every time I drew one the entire match was better. Not only did I get the option to wrath on turn two, but I could also drop a Loxodon Hierarch or Faith’s Fetters. While I played this deck, I still continued my rogue-deck building. En queue:
![]() I had decided to focus on the four casts and mana ramping from the standard GUW control. This was effectively the third or fourth version. The first one ran fourth Panglacial Wurms, which for some reason I didn’t like at first. The sideboard was very messy. A lot of my non-blue control decks end up with Defense Grid, but in testing, they always suck. I wanted to try a loam-quarter combo in the sideboard that would combine with my flagstones and expanses. I came across the perfect Solar flare match up, and started the engine on turn six. After removing all his basic land I still lost. I couldn’t play any threats, and his draw and signets excelled him past the LD anyways. Condemn seemed needless. The deck can deal with first turn apes with Wrath of God or by slapping down Hierarchs. The red splash has strange reasoning behind it. It had nothing to do with the now standard four copies of Demonfire in the maindeck. It started from a single casual match with a black weenie deck, when GW control met its worse nightmare: Knight of Stomgald. He was forcing Wraths by himself. Unlike the Dauthi Slayers in his deck, Condemn and Fetters did nothing. He ran right through Hierarch, jumped over tokens, and started me on a clock from turn two. After a very brutal beat down from those weenies, one spell kept running through my head: Pyroclasm. The red splash was entirely for the sideboard initially, bu t after some very sub-par results from Supply//Demand, I thought I’d give two Demonfires a shot in the sun.Back into the casual match ups I went. I had no problems securing my red mana with all my searchers, and every time I drew Demonfire in testing I seemed to just win. Other than mesa, it continuously ended all my games. It earned its four slots in a hurry. Land changes came after, outing the Ghost Quarters, which, since tron was never played, really did nothing. Even hitting a bounce land did such a small result that it wasn’t worth the occasional hand full of colorless mana. Then the lone Panglacial rejoined the deck as a desperation tutor tactic. Now I was getting some real results, and after the desperate plummet my rating was taking, I was climbing my way back up. I seemed to have a decent match up against most of the metagame. Burn based weenie aggro seemed to dislike my multiple life gain, Call of the Herd tokens and the staple Wrath of God. Larger aggro disliked having to over commit because of a token creating land. Control just had no idea I was going to pull a 9/5 trampler who doesn’t care about condemn at end of turn followed by an uncounterable burn spell for eight or more damage. The results prompted me to share with my teammates, where long time friend Dv8r picked it up and tested it. Like he said, it satisfied his inner timmy. He took a real shining to the deck, and after some bad luck of his own in the new Standard and dropping to a low he had not seen for a long time, he seemed to be ramping his rating back up. So after a t2 trial placing (he refused to draw Wrath in game two and three of the finals), a nice high place 5-0 no max win by Pollo and some long arduous discussion, a final version of Mana Ramp was made:
Matchups: Zoo/Gruul/KBBK Pre-SB: 75/25 Post SB: 75/25 The match is very similar before and after sideboarding. The exact same strategy is applied, except you don’t waste time with acid-moss and have to deal with Solifuges. Of course, you can bring in some of your own. KBBK is even a tad easier as it tries to use land destruction on you, and it really can’t. GW Glare Pre-SB: 50/50 Post SB: 50/50 Before the SB, being unable to take out Glare with anything but Fetters is okay, but it still offers you the chance to win. So long as they are not too aggressive and you get some mana to get a Mesa going, you can win. Post-sideboard you have the extra Indriks to take out glare, and they can’t board in enough Krosans to take out all your threatening enchantments. The Pyroclasm also serves as strong tempo and threats. But they can do the same to you, so they reaffirm themselves as a threat. ![]() Solar Flare/Pox Flare Pre-SB: 65/35 Post-SB: 75/25 Solar Flare has its usual power that it always has; however, it doesn’t stop the end game Demonfires at all and is very slow to do anything about them. End of turn Panglacial Wurms can destroy flare if they decided to tap down for something silly like akroma, who may get a fetters attached to her person. You always keep flare on their toes, and acid-moss shines on bouncelands. Without drawing into a Demonfire, this match becomes much longer and painful, but because you pack four wraths and three Faith’s Fetters pre-sideboard, you tend to be able to draw into lands and fires and grab the eventual win. After sideboarding the match improves greatly because Wreak Havoc, signet destruction, acid-moss and Solifuges take over the tempo. I have never actually lost to flare yet with mana ramp. UW Control Pre-SB: 60/40 Post SB: 75/25 UW control is a stronger counter-control with instant speed draw. At the start game, you have to continuously lay threats and run them out of resources. The game will be very tough going in the start with most early threats easily neutralized by UW. However, any landed Mesa end game or vitu-tokens followed by a Demonfire can cause a scoop. After sideboarding the same cruelty that Flare has to put up with is applied to UW. UG Aggro Pre SB: 50/50 Post SB: 50/50 This match is essentially a, “Who wins the coin flip match.” A second turn Ohran viper followed by counters and constant aggression forces the win. If you go first, you are able to respond to each threat they play with a counterforce of your own and end up taking control in the end, forcing some card advantage. After sideboarding the Pyroclasms are helpful in this match up. Look to resolve a mid-game mesa and milk it if they choose not to play looter-cloak. ![]() Dragonstorm and other Combo Pre SB: 20/80 Post SB: 20/80 You are unfortunately a bye for them. All those good match ups had to make you weak somewhere. You have no counters, no hand disruption, and no room in your SB unless this deck starts really increasing in popularity. All you can do is try and gain a lot of life, and hope to wrath. Use ancient grudge to try and slow down their lotus. Other than that, good luck. As you can see, other than the combo matches, this deck has at least a 50/50 match up with the metagame. Dv8r proudly top 8ed his states, losing to none other than Dragonstorm. Props to him for some added tech and to KriswithaK for the support in deck building and having faith in me. I hope for nothing than to have made my small impact on the metagame and that some inner timmys have been satisfied. And a special mention to you rogue deck builders, one in every twenty-five jank decks you make has got to have something to it. -ShadowS Comments:
by
_Gonzalo_ on 2006-10-29 00:01 EDT First! by Craze on 2006-10-29 00:06 EDT good article, bad deck by tprestage on 2006-10-29 00:31 EDT Third. Good article, fun and good deck. by Pollo on 2006-10-29 00:34 EDT same thing I said first time I saw it, but rly deck is good ;/
by dv8r on 2006-10-29 01:36 EDT firstly, I'm going to have to disagree slightly with the ug matchup analysis, that's closer to 40/60 against, and it might be worse. also, note that the sideboard is very metagame dependant, and besides 4 solifuges, 4 wreck havoc and enough fetters/hierarch to go to 4 in total, the rest is open for your choosing, at states I ran gaea's blessing side (for countering reanimation or just reshuffling wurms late game) and wall of roots as a 2 of main, but the base of the deck remains the same, elephant beats and wurms, mesas and demonfire finishers. wurm especially is an mvp, turning your late game land search into threats and being "immune" to condemn.
by Linkman on 2006-10-29 01:42 EDT Also, how can you play Wrath on turn 2? by P_P4E on 2006-10-29 02:12 EDT no pox (mono black) matchup, no boros, no french uw weenie, no white weenie, no white tron, NO TRON, no uwg counter post/flare variants, no black red aggro, no fungus fire.... you get the picture by indie on 2006-10-29 03:53 EDT how exactly is the WU control match similar to flare match? altough i didnt test the deck I dont see how exactly can u stand a chance against UW. what is this "lay early threats" crap? you have no early threats besides hirarch, which will get countered among anything else you can possibly do. you describe the match as if it was goldfish. UW draws alot and will always have counters for your small amount of threats, fatters for your vitu-ghazy, and chances are the start beating you up with mesa/urza/akroma way before you get your demonfire. after SB they just play 3-4 ivory mask and goldfish your ass till you die.
by Blah234 on 2006-10-29 06:36 EDT Well said, indie
by Vimes on 2006-10-29 06:50 EDT by Craze on 2006-10-29 00:06 EST
by DESTRUCTOR on 2006-10-29 07:11 EDT by P_P4E on 2006-10-29 02:12 EST
by Spyx on 2006-10-29 08:25 EDT nice article by Blah234 on 2006-10-29 08:28 EDT dv8r and ShadowS reasoning is that vs Counter decks, "Oh, I have 4 Demonfire, and mana accel, I win"
by SkaTista on 2006-10-29 08:59 EDT Good article. \o/ \o/
by Burnin on 2006-10-29 09:04 EDT Why no Dryad? It searches land, either for you or for Forestwalk, and its an early beater which you'll probably need against Control matchups. by kikimikejiki on 2006-10-29 11:38 EDT `Not only did I get the option to wrath on turn two
by ShadowS on 2006-10-29 12:44 EDT You can't wrath on turn 2, lol, that is a typo. I was in a rush to make this article and I'm accually displeased with it. I should never write before I have to go out the door.
by ChristPunchr on 2006-10-29 13:22 EDT Good article. You cover the matchups well(in my opinion) and the deck is cool.
by ShadowS on 2006-10-29 13:44 EDT "same thing I said first time I saw it, but rly deck is good ;/
by FlyingFreak on 2006-10-29 14:45 EDT very nice ! by Taoofss on 2006-10-29 15:07 EDT to make your match up a tad better vs dragonstorm, why not run ivory mask in the board? or cop red?
by KajTheMan on 2006-10-29 18:21 EDT dont make it better against dragonstorm since they will lose against all other decks anyway by Splattt on 2006-10-29 18:38 EDT hi shadow
by sc4rs on 2006-10-29 19:33 EDT ShadowS on the Dragonstorm Matchup: You have no counters, no hand disruption, and no room in your SB
by Ironicus on 2006-10-29 21:00 EDT It's 25/75 against my Solar flare! But Yeah this deck is good! by dv8r on 2006-10-29 22:18 EDT http://www.magic-league.com/phpBB/about4810.html
by Man_o_war on 2006-10-29 22:40 EDT nice article.. bad deck..
by PsyK on 2006-10-29 22:58 EDT I like the deck, but 25 land seems a little high, with 12 pieces of acceleration 23 - 24 should be enough i would think. by RemiX on 2006-10-30 03:04 EDT idk why u wouldnt play cop red.. considering its not just for 1 deck.. 4 of the top 8 decks at my states boarded cop red.. and 90 % of the decks there that ran white played cop red... the store set up there was buying cop reds for 2 bucks and selling them for 4 bucks.. so go figure... by ShadowS on 2006-10-30 04:47 EDT You could try and change the SB up if you feel that DS comes up enough that it is worth it. If its somewhat of a 5% or lower chance, it may not just be worth it. Anything higher though, you could change some cards around.
|
||||||||||||||||||||
|
League Info
Play Rooms
Download & Guides
![]() Features
|
Login
Links
|
|||||||||||||||||||
All content on this page may not be reproduced without written consent of Magic-League Directors.
Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved.