This came out of the
Ramp in AKH topic. This list went 11-1 from rank 30 to rank 40, with the only loss to a Boros vehicles deck (piloted by the AI, no less) where I didn't have an answer to T2 Smuggler's Copter. List first.
Creatures
2x
Sylvan Advocate - obvious really, especially since it survives your own sweepers. Best possible play against control on turn 2, heck best possible play in general on turn 2.
1x
Nissa, Vastwood Seer - Nissa is just a good card and can help you make your land drops to win conditions. However I think it's genuinely possible Reclamation Sage is better instead to shore up weaknesses.
2x
Gaea's Revenge - you don't want your ramp targets to die. Gaea's cannot be countered, deals a substantial amount of damage (no trample though) and getting opposing planeswalkers off the board.
2x
Plated Crusher - see above. Plated has trample and is somewhat sturdier, but no haste & can be countered are both significant drawbacks.
1x
Ulamog, the Ceaseless Hunger - every ramp deck runs this.
Spells
2x
Fatal Push4x
Cathartic Reunion - this card is
good. Ramp decks have inherent problems if they draw the wrong half of their deck and this helps. Discard win conditions early and excess lands / ramp spells later. Discarding creatures can even be actively great, given the planeswalker suite in the deck. More on this later.
2x
Unlicensed Disintegration - no artifacts, but it's easier on the mana than Murder.
2x
Never // Return - great value card. Kills planeswalkers and importantly turns into a 2/2 late-game. It's not much but better than nothing and it will grind down control decks.
1x
Oath of Liliana - a one-of specifically meant to kill indestructible creatures and / or hexproof creatures. Used to be Trial of Ambition but turns out the 1-extra mana typically doesn't matter, while the occasional zombies almost always do (and by a lot).
3x
Nissa's Pilgrimage - It's either this or Gift of Paradise. More on this later.
2x
Languish2x
Yahenni's Expertise3x
Explosive Vegetation - mandatory ramp card.
1x
Nissa's Renewal - all the way to Ulamog and gains nontrivial amount of life.
Planeswalkers
1x
Liliana, the Last Hope - single-handedly kills all 1-toughness creatures and the minus is also good with Cathartic Reunion. All-around good card.
1x
Chandra, Torch of Defiance - all-around good card, more on her later.
1x
Nissa, Vital Force - not that strong but the modes are all relevant. Threatening an immediate ultimate is great at helping grind and the minus works well with Cathartic Reunion too.
1x
Liliana, Death's Majesty - best combo with Cathartic Reunion, I won one game on the back of T5 Ulamog. This deck has no qualms with the +1 as well, since it's got plenty of ways to win before it decks itself.
1x
Ob Nixilis Reignited - all-around good card.
1x
Chandra, Flamecaller - great in many ways. The +1 kills other planeswalkers, the zero turns your dead cards to real cards (see Cathartic Reunion) and the minus acts as a fifth board clear.
Lands
2x Swamp
2x Mountain
4x Forest
2x
Hissing Quagmire2x
Smoldering Marsh2x
Cinder Glade2x
Rootbound Crag2x
Woodland Cemetery2x
Dragonskull Summit4x
Evolving WildsDeck TechSome of this is in the list above, but a few discussion points and tips below:
Nissa's Pilgrimage vs. Gift of Paradise:
this is symptomatic of one of the weaknesses of the deck. After many games it became apparent that there aren't enough basic lands in the deck. After a single Nissa's Pilgrimage for example odds are the second one (and there are three in the deck) will only be able to dig up one forest, if at all. However Nissa's Pilgrimage is simply a powerful ramp card. It can't be removed unlike Gift, and it makes sure you hit your following land drop. If it were not for the basic land issue I would totally run all Nissa's Pilgrimage instead of Gift of Paradise. Gift has three advantages - one, it gains three life which is typically not relevant but can matter; two, it can be cast on Evolving Wilds; three, it can fix your mana. At the moment I'm using Gift of Paradise but a mixture of both cards might be best.After playtesting I'm of opinion that Nissa's Pilgrimage is firmly superior to Gift. Gift has three advantages: it gains three life (typically not relevant), it can be cast on Evolving Wilds (okay), and it can fix your mana (but this seldom matters). Against that Nissa's draws you cards, which you can use to fuel Cathartic Reunion. It guarantees you make your next land drop, and possibly the one after that as well (you also have Cathartic Reunion to help trigger spell mastery). This is important since you really don't want to miss land drops given your late-game. Finally Sylvan Advocate does not trigger off Gifts, but will off Pilgrimage. I'm of opinion that Pilgrimage is virtually strictly superior, and if one runs Gift at all, one should only run one copy.
Pilgrimage becomes almost useless after the first one is cast, so keep it in your hand for the eventual Cathartic Reunion / Chandra Flamecaller discard.
On the basic land issue, there's another problem in that the deck is quite black-intensive and there are only two Swamps to fetch. It's not that uncommon that I want to e.g. cast both Liliana and Murder on the same turn, and only have three black sources available. I do not know how to fix this. Only way I can think of is to drop an Evolving Wilds for another swamp but that has clear negative consequences.The basic land issue is no longer a big issue, after the Murder -> Unlicensed Disintegration switch.
Chandra, Torch of Defiance: don't forget that his card has four modes! Use the other modes as you wish, but remember the 2nd mode can act as a pseudo-Explosive Vegetation. Also don't forget that her first +1 ability can do two damage to the opponents' planeswalkers. Seldom important but can matter.
The three reanimate planeswalkers: this deck is not very reliant on their ultimates to win, so don't forget that you can conceivably tick down to bring back a card. The most obvious is with Liliana, Death's Majesty since it comes back to play immediately. But the other two planeswalkers can do similar things so don't forget it's possible, especially if they're not likely to survive even if ticking up. Example: if your Esper control opponent has just cast Planar Outburst to kill Gaea's Revenge, and your play for the turn is Liliana, the Last Hope, I would recommend ticking down to bring back Gaea's. You could conceivably tick up and win with Liliana emblem, but it takes four turns, plenty of time for the Esper player to find an answer. On the other hand Gaea's forces them to have another answer (and they only have few) or die,
and they have to answer the Liliana in play as well.
Remember Nissa, Vital Force's +1 can lose you the land to a removal spell (Fatal Push kills it as well). All things being equal use the +1 on a forest since those are the most expendable land types. Similarly, all things being equal, fetch black or red mana first with Evolving Wilds.
Gaea's Revenge & Plated Crusher: remember what kills these guys. There aren't many options, basically just sweepers like Planar Outburst / Tragic Arrogance and sacrifice effects like Blessed Alliance and Trial of Ambition. That means you typically do not want to play more than one of them at a time. One is usually enough to win, you don't need more. Against sacrifice effects remember that you can animate Hissing Quagmire and sacrifice that if you have the mana. The zombies from Oath of Liliana, Never // Return, and Liliana, Death's Majesty also help a lot.
Nissa, Vastwood Seer: if you've dug out all the forests in your deck, don't forget to keep a land in hand to trigger her. Also remember that against some decks, it's better to keep her in hand until you can play and flip her on the same turn.
Cathartic Reunion and Chandra, Flamecaller: these cards mean that you don't want to play all your cards later in the game. If you have excess land, ramp spells, etc, just keep them and hope for one of these. You can also play Cathartic Reunion early to find your early-game removal & ramp spells. Remember that a draw-three effect is odds-on to draw you a land, so you can usually discard a land and still make your land drops. Other obvious discards are the spells you can't cast, and the big creatures.
Weakness: the one game I lost was to an unanswered Smuggler's Copter out of a Boros deck. That I think is the biggest weakness with the deck aside from the basic land issue: vehicles. They're immune to sweepers, and answering them with spells is possible but easier said than done.
PlayEasy - ramp into your late-game and hope it's enough to win. Land sequencing can take some thought to optimize (think of what you might draw or want to play next turn), and don't forget Evolving Wilds can still be used to trigger revolt if you run out of lands to fetch late-game (but at that point you probably want to keep it in your hand for Cathartic Reunion / Chandra, Flamecaller).
Bonus sectionIf I had signed up for the tournament, I'd probably have run something like this sideboard.
3x
Reclamation Sage1x
Fatal Push2x
Tireless Tracker1x
Murder1x
Oath of Liliana2x
Bristling Hydra2x
Radiant Flames2x
Midnight Oil1x
Desolation TwinThis sideboard is NOT TESTED and I have literally never played with a sideboard in my life, but it looks good in theory. Ideas here can also be used to tweak the list to your liking against whatever you're seeing on the ladder.
Against
aggro you obviously bring in Fatal Push, Reclamation Sage (if they're running vehicles) and Radiant Flames (if they're not). You take out some of the big creatures since you're going to win anyway if it gets that long. I do not know how an aggro deck will sideboard against you - one thing everyone tries to do is to side into stuff that don't die to sweepers, but chances are they're already running both vehicles and planeswalkers. They will probably cut some removal to add more threats, but you're also adding more removal so ...
Against
control you go for the spells that win the game if they resolve. Tireless Tracker doesn't win the game, but if they don't counter it drawing even a single card with it (of course you don't play this on turn 3) will help you pull ahead. Bristling Hydra has in-built protection against removal which should also be great. If they have to use a sweeper or sacrifice effect to kill it, they won't have those spells against your Gaea's and Plated Crushers. Desolation Twin has a cast trigger, which also helps you pull ahead even if they counter it. However while this deck is quite good at reaching 7-8 mana, getting to 10 mana is harder: you may run out of basic lands to search for with the ramp spells. If you aren't ballsy enough to run Desolation Twin (it is ten mana) then Oblivion Sower is another consideration, helping you pull even further ahead in lands to negate their Spell Shrivels. This is also a cast trigger. Finally you don't have to worry about holding something like Anguished Unmaking in hand to remove your opponent's win conditions, so Midnight Oil should be good. Take out the sweepers, Fatal Push and Cathartic Reunion if they're running counterspells, but keep some removal in Murder / Oath of Liliana, since although these cards are dead game 1 odds are they'll add more creatures to their deck. Other anti-control tech possible are Thought Knot Seer (super card against them, but requires Wastes), Distended Mindbender and Elder Deep-Fiend. You can't easily emerge the last two, but you can cast them for eight mana, and they are both cast triggers.
Comments etc welcome and will add more observations to the Ramp thread.