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PostPosted: Sun Jan 20, 2019 1:50 pm 
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4 x Island
8 x Forest
3 x Memorial to Genius
4 x Hinterland Harbor
2 x Simic Guildgate
1 x Arch of Orazca
4 x Llanowar Elves
3 x Incubation // Incongruity
3 x Hydroid Krasis
3 x Elfhame Druid
2 x Gaea's Blessing
1 x Gift of Paradise
4 x Grow from the Ashes
2 x Simic Locket
1 x Mass Manipulation
4 x Chemister's Insight
4 x Circuitous Route
1 x Vivien Reid
1 x Carnage Tyrant
2 x River's Rebuke
1 x Nezahal, Primal Tide
1 x Pelakka Wurm
1 x Omniscience


Spoiler


Thoughts/issues:

*3 Krasis may be one too many. Don't want to see it before 6-8 mana, but definitely want to start seeing it then.

*3 Memorial seems to be the right number. Usually use 1-2 per game, would probably never use 4.

*Growth Spiral replaced with Lockets for consistency. Locket always ramps and I choose when to draw.

*Incongruity is an all-star, especially untapping into River's Rebuke.

*2 is the wrong number of Simic Guildgate. Should be 4 or 0. Is synergy with Circuitous Route and nothing else worth it? Should probably be Breeding Pools.

*Speaking of things I don't yet have the rares to test: Should Incubation Druid replace some/all Elfhame Druids? Elfhame synergy with Grow and nothing else, Incubators eventually hit 3/5 and tap for 3.

*Deck in full swing can lose to decking if Blessing is countered. Probably no way to fix that without including some kind of counter, but over what?

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Last edited by GodOfAtheism on Wed Feb 06, 2019 8:53 am, edited 6 times in total.

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 Post subject: Re: Ramp Genesis
PostPosted: Mon Jan 21, 2019 10:57 am 
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This is something I want to try out.
As for Guildgates, I'm not a fan of coming in tapped by any means but I do understand that you are pure f2p so that brings it's building limitations into the picture.
I really do want to try Krasis but once again, I've burned wildcards on other decks and it will take a while to get enough. I'm back up to one mythic and rare and a crapload of uncommons and commons.

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 Post subject: Re: Ramp Genesis
PostPosted: Mon Jan 21, 2019 11:03 am 
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My question is, how much removal is Krasis taking and does it really matter? Do you care about the big body or its attributes more. I'm guessing the draw and lifegain is worth it in itself and if the body sticks around it can be intimidating. Too bad you need to ult Vivian to give them trample. Giving them trample or flying would be lols.
Edit: I'm just going to keep this all here as an example to READ THE DAMN CARD ALL THE WAY.

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 Post subject: Re: Ramp Genesis
PostPosted: Mon Jan 21, 2019 12:08 pm 
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Yeah with them the on-cast trigger is way more valuable than the actual critter. It beats Overflowing Insights which, while impressive, can't actually win me the game directly. Without fogs, this deck benefits heavily from life gain.

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 Post subject: Re: Ramp Genesis
PostPosted: Mon Jan 21, 2019 4:19 pm 
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Why only 3 Hydra?

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 Post subject: Re: Ramp Genesis
PostPosted: Mon Jan 21, 2019 6:56 pm 
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I'd be very tempted to include red for some sweepers.

And if I was in red for some sweepers then I'd be interested in including 1-2 Sunbird's Invocation as it works really well with 7 drops and with the krasis and comes down a lot earlier than omniscience would.

Would also make Rhythm of the Wild castable, which opens up combo finishes and makes Incubation Druid stronger.


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 Post subject: Re: Ramp Genesis
PostPosted: Tue Jan 22, 2019 12:27 am 
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chile125 wrote:
Why only 3 Hydra?


3 often feels like too many as is. I think the third would be better as Nexus, really.

AD2016 wrote:
I'd be very tempted to include red for some sweepers.

And if I was in red for some sweepers then I'd be interested in including 1-2 Sunbird's Invocation as it works really well with 7 drops and with the krasis and comes down a lot earlier than omniscience would.

Would also make Rhythm of the Wild castable, which opens up combo finishes and makes Incubation Druid stronger.


Problem with Invocation is it doesn't leave me the option of paying X like Omniscience does, which I need for Krasis and Mass Manip. If I wanted sweepers, I think I'd go Bant. I'm not convinced that isn't the better way to go, but I don't have the UW rare lands yet. (Honestly if I added Red, I think Banefire is the go-to there. Although HASTY Krasises (Krasi? Krasisen?) is pretty cute. I think once I get Breeding Pools, I'll get an Incubation Druid and start testing it to see if I want more.

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 Post subject: Re: Ramp Genesis
PostPosted: Wed Jan 23, 2019 1:46 pm 
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4 x Island
8 x Forest
4 x Memorial to Genius
4 x Hinterland Harbor
1 x Simic Guildgate
1 x Breeding Pool
4 x Llanowar Elves
3 x Incubation // Incongruity
2 x Hydroid Krasis
3 x Elfhame Druid
2 x Gaea's Blessing
1 x Gift of Paradise
4 x Grow from the Ashes
2 x Simic Locket
1 x Mass Manipulation
4 x Chemister's Insight
4 x Circuitous Route
1 x Vivien Reid
1 x Carnage Tyrant
2 x River's Rebuke
1 x Nexus of Fate
1 x Nezahal, Primal Tide
1 x Pelakka Wurm
1 x Omniscience


Spoiler


Mostly an update on the lands, and I had a MWC so I made a Nexus, and it's great. Although I do sometimes wish I had a Krasis when I didn't, but since I almost always want an extra turn as well, a third Krasis would need to come in over something else.

Also, Mass Manipulation feels like someone on the Arena design team want to make a "**** you" emote but knew it wouldn't fly, so they just printed MM instead. Stealing someone's whole team is just rude.

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PostPosted: Wed Jan 23, 2019 2:13 pm 
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My next wildcard burn is planned for a Mass today.

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PostPosted: Wed Jan 23, 2019 2:38 pm 
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I like the Nexus add, though it would make me want Sunbird's Invocation even more :D

Reminds me a bit of a 4c singleton ramp deck I had, was dipping white as well for sweepers and Chromium. Flashing in a 7 drop at eot and finding a Pelakka with it is disgusting, casting a 7 drop on your turn and finding nexus with it is downright unfair! Pretty janky though, wonder how it'd do with the new lands. God I need more wildcards.


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PostPosted: Mon Jan 28, 2019 1:24 pm 
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We've gone to the Intensely Anti-Aggro edition, but I still just generally splat to anything with R or Benalish Marshal in it unless I have 6+ mana and Rebuke by turn 4.

4 x Island
9 x Forest
4 x Memorial to Genius
4 x Hinterland Harbor
2 x Breeding Pool
4 x Llanowar Elves
2 x Hydroid Krasis
2 x Gaea's Blessing
4 x Growth Spiral
1 x Root Snare
2 x Search for Azcanta
4 x Gift of Paradise
4 x Secrets of the Golden City
2 x Simic Locket
1 x Mass Manipulation
2 x Sleep
1 x Vivien Reid
1 x Carnage Tyrant
2 x River's Rebuke
2 x Nexus of Fate
1 x Nezahal, Primal Tide
1 x Pelakka Wurm
1 x Omniscience


Spoiler


Changed the ramp package so that it's more focused on cheap ramp, adding some mid/late game draw from Spirals. Still working out how often using Blessing on a Spiral is the correct play. The draw effect is no better for having returned Spiral to the deck, but sometimes mid-game you can have 2-3 land in hand. So mid-game it can be the right play, but late game you're better off not returning them. There's almost always better targets like Secrets.

I'm still borderline on Search: Unflipped, the filtering isn't super great and Blessing can have anti-synergy with flipping it, but flipping it makes for a "24th" land and its ability to hunt down Rebuke/Sleep/Nexus/Secrets is stellar. It can also compete with Spiral for your turn 2 play, and depending on the situation, either could be the right or wrong play. I may just make them back into lockets at some point to see how badly I miss the flipped side. Jury's still out on this one.

Have a third Nexus but putting it in over anything else feels like the wrong call. I don't ever want to see them before T4 and even that early they can just end up being Whispers of the Muse. OTOH, Nexus + Omni can quickly destroy opposing hopes.

Cards are hard.

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PostPosted: Wed Feb 06, 2019 9:08 am 
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This idea has come to fruition. I wanted to do something in Simic but kind of lacked direction in where to start as there was a lot of new good stuff we got with RNA.
Mine has diverged from your ultimately as I'm not on the Nexus train and I found Mass Manipulation too costly.
That being said I do love playing the deck. It can be hairy to play as it's basically a ramp/late game deck but if you can handle the anxiety, it's worth it.
I haven't developed a sideboard yet and have no Nexus but thinking that if I get some they will go there along with my two Mass that I have. I like the idea of Mass for PW's but didn't meet a one when I had them in the deck but I believe they are still very valid for sideboard inclusion.

They Like Fast Ramps: (Rick and Morty reference if you didn't know)

6 x Island
2 x River's Rebuke
10 x Forest
3 x Circuitous Route
2 x Gaea's Blessing
2 x Pelakka Wurm
1 x Omniscience
3 x Carnage Tyrant
1 x Nezahal, Primal Tide
3 x Hinterland Harbor
1 x Arch of Orazca
4 x Llanowar Elves
1 x Vivien Reid
3 x Hydroid Krasis
3 x Elfhame Druid
2 x Grow from the Ashes
3 x Chemister's Insight
2 x Gift of Paradise
2 x Memorial to Genius
2 x Secrets of the Golden City
2 x Incubation Druid
2 x Sleep

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PostPosted: Fri Feb 08, 2019 6:26 am 
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What the hell is the purpose of Gaea's Blessing?

I stumbled upon the idea of Simic Ramp based on the Channel Fireball idea that GRN Golgari + blue might not be the best shell for Hydroid Krasis.

So I've found your work here and don't understand the concept, especially of that card.

Why not just Llanowar Elves, Incubation Druid, Growth Spiral, Circus Route into Krasis, Pelakka and Mass Manipulation? Throw in Vivien for good measure and the WGW + explore package to live in the burning hell that is our meta. And Negate of course.. must. not. die. to. Turbo. Fog ;)


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PostPosted: Fri Feb 08, 2019 6:59 am 
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Sol77_bla wrote:
What the hell is the purpose of Gaea's Blessing?

I stumbled upon the idea of Simic Ramp based on the Channel Fireball idea that GRN Golgari + blue might not be the best shell for Hydroid Krasis.

So I've found your work here and don't understand the concept, especially of that card.

Why not just Llanowar Elves, Incubation Druid, Growth Spiral, Circus Route into Krasis, Pelakka and Mass Manipulation? Throw in Vivien for good measure and the WGW + explore package to live in the burning hell that is our meta. And Negate of course.. must. not. die. to. Turbo. Fog ;)



It's to help stop decking out and also redraw key pieces. It's sort of of a janky combo deck more than just a ramp deck. Not sure how it wins against half the meta, though I think it's ment for bo1.

If you want something rampy with mass manipulation there's a pretty strong gates ramp deck that's base simic, with or without nexus, that seem pretty robust and has very strong late game. The strongest version is probably the nexus/wilderness reclamation/krasis one with gates ablaze and the jeskai 3 mana sweeper..


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