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PostPosted: Mon May 23, 2016 8:40 pm 
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GFTL wrote:
Zerris wrote:
[snip]


I really like your deck idea. Here's some suggestions:

Playing green gives you subpar removal, but excellent ramp. I feel what your deck lacks at the moment is ways to get to your high-cost threats even faster.

Out:

2x Evolutionary Leap
2x Rabid Bite

In:

2x Ruin in their Wake
2x Deathcap Cultivator

Reasoning: You've already argued in your post for why evolpea is inefficient and clunky in this list. Rabid Bite is your worst removal, being conditional on you having a creature. Besides, I think you need to up your creature count - decks like this run the risk of being stuck with a dead hand full of buffs and no creatures. For Ruin in their Wake to work well, I'd up the Wastes count and get rid of the Foundries. Increasing the amount of ramp also means you can run less lands and fit in a few lower-curve threats, landfall creatures for example. Hell, I'd even be willing to try Baloth Pup in this deck - it's cheap, trades with most of White weenies (even renowned ones) and can randomly benefit from Nissa's counters. It seems to me this deck wants to go wide and pressure the opponent to use removal on early creatures so you can get the big threats in. The suggestions I've made are intended to support this plan.


is Ruin really that good without reliably getting Wastes into play? It's only ramping to hand.

I have been messing with the deck tonight and found that the speed isn't quite so important as the sustainability, it can be consistent until it makes a big strike. Against fast decks it drops fast enough defense, and against slow decks you just ramp yourself into their removal anyways. So I leveraged the ramplessness (is that a word?) in two ways...

2 Endbringer in exchange for the Tracker. (and I'm on IOS and the stupid clue bug drives me batty) Recruiter is a fine place to send your extra mana instead of clues.

2 Ruins of Oran-Rief instead of 2 Passages. There's now 2 more colorless creatures it's very likely to be useful - makes a later 3-power creature much better - and there's often a chance to drop it turn 1 or turn 4 or 5 (depending on the hand) so it won't slip a gear on the curve. As to choosing to drop the Passages, Endbringer isn't exactly a Passage replacement, but it's close enough to make those more negotiable than the Foundries, YMMV, but I've found one less blocker is all it needs for a killing blow, and I just survived a Prowess deck by denying them an attacker.

(Sadly, I'm finding that Endbringer is bugged and can't ping Planeswalkers with its first ability. grrrr.)


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PostPosted: Wed May 25, 2016 4:27 pm 
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After playing a golgari Delirium deck from rank 0-40 I'll conceed back down to 0 to begin the climb again with my mono-green Elves here.


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PostPosted: Tue Jun 07, 2016 1:13 pm 
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N.I.B. wrote:
[/quote]

Oh boy, this climb was way harder than with the Golgari Delirium deck. I hit rank 30 last week, haven't felt like playing since. It's so one dimensional.


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PostPosted: Fri Jun 10, 2016 8:28 pm 
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Here's a Green/Colorless Ramp deck I've done quite well with:

Creatures

2 x Deathcap Cultivator
2 x Sylvan Advocate
3 x Duskwatch Recruiter
4 x Sylvan Ranger
1 x Nissa, Vastwood Seer
2 x Tireless Tracker
2 x Reality Smasher
1 x Ulvenwald Hydra
1 x Greenwarden of Murasa
1 x Oblivion Sower
1 x Woodland Bellower
2 x Gaea's Revenge
1 x Plated Crusher
1 x Ulamog, the Ceaseless Hunger
1 x Kozilek, the Great Distortion

Spells

4 x Nissa's Pilgrimage
4 x Explosive Vegetation
2 x From Beyond
2 x Nissa's Renewal

Lands

15 x Forest
2 x Waste
3 x Foundry of the Consuls
1 x Rogue's Passage
2 x Westvale Abbey


It basically loses to flyers or Jund Sac/Steal and beats everything else so far. I think it's pretty good. Duskwatch Recruiter is nuts here.

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PostPosted: Sat Jun 11, 2016 12:22 pm 
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randomname wrote:
It basically loses to flyers or Jund Sac/Steal and beats everything else so far. I think it's pretty good. Duskwatch Recruiter is nuts here.


Kryder played this last night; how do you feel about Spatial Contortion? Image

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PostPosted: Thu Jun 16, 2016 8:37 am 
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zzmorg82 wrote:
randomname wrote:
It basically loses to flyers or Jund Sac/Steal and beats everything else so far. I think it's pretty good. Duskwatch Recruiter is nuts here.


Kryder played this last night; how do you feel about Spatial Contortion? Image


I'm not a huge fan of Spatial Contortion, as this is actually something pretty close to a combo deck, and to work properly you need lands, ramp, and creatures you can dump mana into (I include Duskwatch Recruiter in with the high CMC creatures here). Adding anything to the deck that is not one of those three things dilutes the consistency. Removal is good to have, but I think the deck is better off doing it's own thing reliably and hoping that's stronger than whatever the other guy is doing.

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PostPosted: Tue Aug 09, 2016 6:17 pm 
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Still not entirely sure how the linking works, but ill post here and maybe someone can do it for me

This is my green colorless eldrazi ramp. Took me from rank 1 to 25 since the new season started, has 2 losses, one from a game error and another from me getting no mana. Well here we go


3x jaddi offshoot
2x sylvan advocate
3x duskwatch recruiter
3x spatial contortion
3x ruin in their wake
1x nissa vastwood seer
2x tireless tracker
2x matter reshaper
2x thought-knot seer
2x from beyond
2x explosive vegetation
2x reality smasher
1x walker of the wastes
1x greenwarden of murasa
1x ulvenwald hydra
1x oblivion sower
1x endbringer
1x ulamog, the ceaseless hunger
1x kozilek, the great distortion
1x decimator of the provinces

Mana base

12x forest
9x wastes
2x ruins of oran-rief
2x rogues passage

Deck has a decent curve. Was thinking about dropping a rogues passage for a geier reach sanitarium.

Most cards are fairly obvious. Didnt want to much ramp spells as with 25 lands, its not necessary. The deck has played perfectly for me so far. And that decimator though, plain dirty card, gotten me out of a few close games.

Opinions?


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PostPosted: Tue Aug 09, 2016 6:36 pm 
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Only 1 EMN card in the whole deck??

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PostPosted: Tue Aug 09, 2016 6:39 pm 
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Only 1 EMN card in the whole deck??



Yessir, as the deck has been running ive seen zero need to add any other emn cards to it. If it aint broke, dont fix it lol. While im sure their is room to improve, the curve is good and it plays itself really. You should give it a try.

Although im curious, what would you change?


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PostPosted: Tue Aug 09, 2016 6:53 pm 
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I don't know. The deck will roll over to sweepers, Crats, tokens. Mono green just doesn't have it. It's fun to play though. If we had Garruk Wildspeaker or Overrunit could be great. Now it can get chump blocked into oblivion.

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PostPosted: Tue Aug 09, 2016 7:16 pm 
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I see what you are saying, but with the 3 mana belowe, and the numerous copies i havent had any issues. Ive destroyed the aggros so far, maybe they were noobs who knows. However the decimator helps with that alot as well. Either way there will always be a deck that can beat another deck haha


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PostPosted: Fri Jan 13, 2017 4:37 pm 
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I see no update has been given to green ramp decks for some time now, with Kaladesh what do you think the best green / colorless ramp deck to be ?

I see three ways to go about green / colorless ramp decks,

1.- Early life gain and then win with big creatures.
2.- Play powerful 2 and 3 green drops (tireless tracker and sylvan advocate) combined with pulse of murasa to stabilize early game and then ramp to kill the opponent.
3.- Play powerful instants / sorcery from colorless early for both removal and ramping (with the colorless -3 instant) and then kill opponent with bigger creatures.

From the three I think the third option is the best, since most decks will be crippled with a -3 early removal and by midgame - lategame you are already ahead of them. The only downside is a mill deck, if you do not add enchantment removal.

Any thoughts on potential colorless - green decks including kaladesh cards would be appreciated.


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PostPosted: Sat Jan 14, 2017 9:00 pm 
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Turn 1.. Jaddi Offshoot
Turn 2.. Druid of the Cowl
Turn 3.. Explosive Vegetation
Turn 4.. Nissa's Revelation, Gaea, Crusher, Omnath, Oblivion Sower, whatever
Turn 5.. Ulamog, Kozilek, whatever if you played Nissa's Revelation. You'd of gained 16 life from Revelation and Jaddi if you took this line.

The other mono green deck is going to be +1/+1 counters. I think we have enough Hexproof shenanigans to run these two concepts together.. but I'd probably do it in Simic.

Turn 1 whatever one drop you want.
Turn 2 Druid of the Cowl
Turn 3 Primal Huntbeast or Bristling Hydra
Turn 4 Greenhulk, or the new 5/5 that puts counters on your whole team.
Turn 5 the green expertise card, playing another 4 or 5 drop, draw a bunch of cards, etc.
Turn 6 Gaea or Crusher

You can also run pump spells on all these hexproof dudes.. and Blossoming Defense adds more Hexproof. I'd want to be in Simic for the can't-be-countered clone card, and possibly the 1 mana blue blink card to use with the ETB put-counters-on-your-dudes cards. Also.. this deck gets the hexproof manland, Sylvan Advocate, the Nissas, and the 4 drop that draws cards for all your dudes with +1/+1 counters. Might splash some extra checklands for some of the converge creatures (Woodland Wanderer, Skyrider Elf, the 3/4 three-drop elf).. I dunno.. gotta see the library. Gotta try to get your dudes over 3 toughness bc all the control players are gonna run Radiant Flames and Yaheeni's Expertise.

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PostPosted: Mon May 22, 2017 3:33 pm 
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PostPosted: Mon May 22, 2017 3:44 pm 
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-2 Vines of the Recluse
-2 Neglected Heirloom
-3 Timberpack Wolf

+2 Primal Bellow
+1 Blossoming Defense
+2 Pack Guardian
+1 Nissa, Vital Force
+1 Forest

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PostPosted: Fri May 26, 2017 5:30 am 
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Heirloom is really fun when it works, but I'll test your suggestions. Well, not all of them. Primal Bellow is max 3 copies...


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