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Back at Pro Tour Shadows over Innistrad, one of the breakout archetypes was "Green-Red Ramp" featuring Pyromancer's Goggles as a way to generate cards with Tormenting Voice and Magmatic Insight as well as control the board with Red removal. That deck has sort of fallen off as of late, but there’s a little bit of new technology that may be breathing new life into the archetype. Let’s take a look:


The core of this strategy is the same as before. The early game is spent using Nissa's Pilgrimage and Explosive Vegetation to pull ahead on lands. You can also buyback to grab extra copies of Drownyard Temple that have been pitched to Magmatic Insight or Tormenting Voice. The goal here is the work your way up to cards like Pyromancer's Goggles, Chandra, Flamecaller, and Worldbreaker.

Along the way, you’ve got Magmatic Insight and Tormenting Voice to sculpt your hand and stock your graveyard. This is important for two reasons. First, you’ve got Traverse the Ulvenwald, which is fine for fixing colors early in the game, but also lets you start tutoring up Goblin Dark-Dwellers or Worldbreaker in the late game. Perhaps more importantly, these cards give you the ability to play Corrupted Grafstone. This is important because you gain access to a two-mana ramp spell that, unlike Deathcap Cultivator, doesn’t care about creature removal. This lets you curve Magmatic Insight into Corrupted Grafstone into Explosive Vegetation or Hedron Archive to really start overpowering your opponent with giant monsters.

One of the most interesting aspects of this deck is the inevitability that it has. Most of the time, a Worldbreaker or two will be good enough to stabilize the board and start getting the game over with. Against midrange and control decks, your opponents will be able to kill an awful lot of Worldbreaker. Fortunately, Drownyard Temple gives you the ability to infinitely rebuy Worldbreaker to whittle down opposing removal spells and mana sources.

Because the format is shifting towards creature-based midrange decks and aggro decks, it may be the perfect time to play a Red-based ramp deck with efficient creature removal, and Kozilek's Return to clear up fast starts from Humans or an end of turn Secure the Wastes. The combination of Red removal and over the top threats may well be exactly what it takes to beat the metagame.


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