You've got a list with complicated mana that really wants an explosive start. This probably applies most to something like Naya or 4-color red, where you want to set up an early board state, then drop some combination of Armageddons or Wildfires to cement your lead. ![]() You're Stax guy, and you're going after everyone's lands. Having that Talisman or Signet feels pretty good when you're stuck under a Blood Moon or only have that one sandbagged land in hand after an Armageddon. but still, diversifying your mana's a way to claw back some advantage from Stax guy. Admittedly, this is usually when someone's playing a Stax-y deck, and they're likely going after your artifact mana too. You're playing in a meta where opponents go after your lands.There are a few situations where they're very useful: In mana dork and extra land drop decks I almost always end up with huge bubbles at 1 and 3 from a ramp perspective (because burgeoning, exploration, sakura-tribe scout, azusa, swordtooth and cultivate make that pretty natural). If I'm playing a control deck in green I'll play the ramp that generates card advantage over almost anything else ( Cultivate et al, because they function as a 3 CMC draw 2 which is borderline playable in those decks on its own without the ramp). It's important to think about what you want to cast when and then build to facilitate that. And one of my current decks has only 4 total ramp spells (sol ring, sapphire medallion, fellwar stone and dimir signet). I've played many decks with no 2 cmc ramp at all, just 1 and 3. So you need to be playing cheaper draw spells, or have some other way to gas up <5 mana if you want to be consistent at getting there.įor me there is no typical deck - every deck wants its own ramp profile. Reason being that hitting 4 lands out of 10 cards is not actually all that likely when you have 35-38 lands in the deck - <60%), and if you need to get to 5 mana you're counting on that. But they're a lot worse if you depend on hitting your first 4 land drops and going to 5 mana to hit your refueling spells (e.g. Overloading on 2 CMC ramp is a good way to either flood or stall on mana if your deck isn't built right around those effects-meaning for example that signets are pretty great if you are pretty sure to gas up on 4 mana (since signets are the most consistent at bridging from 2-4). That said, I think it's important to be careful with taking that to extremes because when you have a lot of turn 1 ramp, CMC 3 ramp's value actually goes up in some ways, *especially* if that ramp is mana dorks. The old mana crypt->Signet->signet opener is pretty much unbeatable. Another thing to remember about signets is that they create a lot of broken starts with 0-1 cmc artifacts (all the major moxes, sol ring, mana crypt).
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