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Wolf run ramp [Primer]



 
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Selkie



Joined: 22 Jul 2011
Posts: 86

PostPosted: Tue Nov 29, 2011 8:02 am    Post subject: Wolf run ramp [Primer] Reply with quote

Hello everyone;

I was asked to make a primer for wolf run ramp (WRR), and so here it is!

At its heart, WRR is a deck build around ramping, and then using massive amounts of mana to activate inkmoth nexus, pump it with kessig wolf run, and swing for lethal. This is made possible by primeval titan- he fetches up the lands, and makes it so you can win with only lands. I'd argue that the core of the deck has the following:

4 Primeval titans
2-4 inkmoth nexus
1-4 kessig wolf runs.

This is the "core". Now, with the lands, we're in green-red already. We can always splash for another color, but I can see no good reason to splash any other color. For now, we're going to focus on green-red.

Secondly, we need ramp spells. Here is where one of the splits occurs- you can use many variations of them, but almost all contain

4 rampant growths.
3-4 Solemn Simulacrum

After this, we have:

Llanowar Elves
Birds of paradise
Palladium Myr
Copper Myr

And various others.

Next, we need to actually live until the late game. Cards that help with this are:

Slagstorm
Wurmcoil Engine
Batterskull
Galvanic Blast
Shock
Garruk relentless

And whatever other burn/lifelink you can think of.


General utility spells to make the deck run smoothly:

Garruk, Primal hunter - for card draw
Green Sun's Zenith - tutoring up the creature you need
Beast Within- gets rid of anything that's causing trouble.


And now for other uses of the mana:

Devil's play- I've done 20 points of damage in two turns with just this card
Dungrove Elder- for the "mono" green versions- he lands fast, and refuses to be removed.
Myr Battlesphere- for the robots version
Thrun, the last troll - to give control a headache.
Karn Liberated- we all love walkers.


Sideboard options:

There's lots of them. I include a few swords, thruns, ancient grudes, blasph acts, naturalize, MELIRA, vital splicer, viridian corruptor, etc etc etc. Whatever you need. Melira is the only one I strongly recommend a one-of in your SB.


Cheers!
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boeda



Joined: 21 Dec 2007
Posts: 159

PostPosted: Tue Nov 29, 2011 5:24 pm    Post subject: Reply with quote

Hey, I'm currently playing this list. It's the worlds list, changed to my personal preference.

Slime's mainly because they help out on two fronts- art's/chant's destruction or dealing with inkmoth, kessig, gavony, haunt etc.
And 3 wurmcoil engine's because I have a hard time dealing with burn-based decks like RDW and UR. Only sb card that could be changed is thrun, he's good but not necessary.

The deck is great, very consistent and it has numerous ways to change the game and win it. But since it won worlds thats pretty obvious=)

// Lands
1 [SOM] Forest (1)
1 [INN] Mountain (2)
1 [M12] Mountain (1)
1 [INN] Forest (1)
1 [INN] Forest (2)
1 [INN] Forest (3)
1 [SOM] Forest (4)
1 [INN] Mountain (3)
1 [INN] Mountain (1)
4 [SOM] Copperline Gorge
4 [M12] Rootbound Crag
4 [MBS] Inkmoth Nexus
3 [INN] Kessig Wolf Run
1 [M12] Mountain (2)
1 [M12] Mountain (3)

// Creatures
1 [MBS] Thrun, the Last Troll
1 [M12] Birds of Paradise
4 [M12] Solemn Simulacrum
4 [M12] Primeval Titan
4 [M12] Inferno Titan
1 [M12] Acidic Slime

// Spells
3 [MBS] Slagstorm
4 [MBS] Sphere of the Suns
4 [SOM] Galvanic Blast
2 [MBS] Green Sun's Zenith
2 [INN] Devil's Play
4 [M12] Rampant Growth

// Sideboard
SB: 1 [MBS] Thrun, the Last Troll
SB: 2 [M12] Acidic Slime
SB: 1 [MBS] Slagstorm
SB: 4 [M12] Autumn's Veil
SB: 3 [INN] Ancient Grudge
SB: 1 [INN] Tree of Redemption
SB: 3 [SOM] Wurmcoil Engine
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boeda



Joined: 21 Dec 2007
Posts: 159

PostPosted: Wed Nov 30, 2011 10:58 am    Post subject: Reply with quote

http://magic.tcgplayer.com/db/article.asp?ID=10176

a good article on wolframp.
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