Fix Your Ramp

  Рет қаралды 2,485

Jake Rowley

Jake Rowley

Күн бұрын

Ramp has a tendency to be an afterthought, simply grabbing the most used rocks from EDHREC and calling it a day. Today I want to discuss the reasons to build ramp in a particular way and identify the best way to fit that ramp into your curve. If you have found yourself struggling to add ramp to your deck without feeling like you're taking multiple turns off doing nothing, pull up a chair, have a seat at the table, and let's talk games.
Mono Green Stompy Time Spiral Style:
www.moxfield.com/decks/9FT_d2...
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0:00 Intro
0:51 Too Much Ramp?
3:46 A Tale of Two Commanders
10:28 Putting It all Together
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Credit:
NEFFEX - Memories
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Пікірлер: 27
@anthonyshepard42
@anthonyshepard42 3 күн бұрын
This video was amazing to watch. Funnily enough, I am currently building my own Kadena deck and your notes about the importance of turn 2 ramp was really insightful. Looking forward to watching more of your videos!
@TheFirstJake
@TheFirstJake 3 күн бұрын
That’s awesome! The deck is super fun. It’s got some crazy value plays.
@majinvegeta6364
@majinvegeta6364 3 күн бұрын
I also find that I need to run an additional 5-10 big mana ramp spells (Gilded Lotus, Thran Dynamo, Somberwald Sage, Jeska's Will, etc.) to reliably power out high cost commanders in the mid-game.
@TheFirstJake
@TheFirstJake 3 күн бұрын
This is actually one of the things that prompted me rethinking mana base. I was out of gas and drew a gilded lotus. Depending on the build, you only ever needed so much.
@majinvegeta6364
@majinvegeta6364 2 күн бұрын
@TheFirstJake like I get that for 5 mana or less commanders, but when you are running 7, 8, or +9 mana commanders? Two or three mana cost ramp spells just isn't going to cut it. It really is about knowing your deck's needs.
@winter945
@winter945 2 күн бұрын
​@@majinvegeta6364yeah I run quite a few explosive vegetation cards in my flip vorinclex deck just because I want to hit 8 mana as early as I can, with vorin smoothing out the drawing of those by acting as "card draw" himself
@majinvegeta6364
@majinvegeta6364 Күн бұрын
@winter945 that's another good example. I have over 50 commander decks, and I put in a lot more work into tuning them than I do playing because, for me, building the decks is the most fun part of the game. I had stripped my mana ramp down to the most efficient options I could afford. I found that in testing only having cheap mana ramp that produced smaller benefits didn't generate nearly enough tempo advantage for some mana intensive commanders. At first, I just expanded the number of ramp cards I had in the deck from 10 to 15, but that still wasn't enough to make the deck function as reliably more efficient strategies. What changed things for my admittedly casual Rith the Awakener, Borborygmos Enraged, and The Scarab God decks was running effectively two separate stages of ramp, one set of 10 fast and cheap spells and a second set of 5 to 10 mid-range ramp spells to power me through to my endgame around turns 4 and 5. Those changes made them much better equipped to keep up with the other players at the table because being only one turn behind makes it much easier to get back into the game than being 3 or 4 turns away from doing the thing.
@stevethemage123
@stevethemage123 3 күн бұрын
High quality videos, keep up the great content, you earned a subscriber!
@TheFirstJake
@TheFirstJake 3 күн бұрын
Thank you for the kind words! Welcome!
@monomanamaniac
@monomanamaniac 3 күн бұрын
I try to vary up my ramp in all my decks, but I tend to run closer to 20 sources of it. Elvish mystic dorks, wild growth style enchantments, and nature's lore style ramp are all pretty important to different decks at different places
@TheFirstJake
@TheFirstJake 3 күн бұрын
Yeah there's no hard rule. As long as you're able to ramp while still having ways of using the mana without getting run over by the rest of the table it's all good.
@leonardosternberg5093
@leonardosternberg5093 3 күн бұрын
Heya, do you happen to have your Kadena decklist? I have one too and wanted to compare 😅
@TheFirstJake
@TheFirstJake 3 күн бұрын
My list is super out of date. I'll update it when I'm off work and drop a link.
@nerdmango9819
@nerdmango9819 3 күн бұрын
Would you be able to explain why Krosan Wayfarer isn't played much?? I love this card for so many reasons, especially with strong card draw, recursion, and death triggers, etb triggers, landfall... descend? Its a free sac, too, no tap. We always like to start with more than one land in hand, so I love this as a turn one play. Doesnt even need to sac immediately, you could wait to fake out an opponent to put a land into play and then play a one mana removal or something, and then you're still up one land afterward.
@TheFirstJake
@TheFirstJake 3 күн бұрын
I was just saying last night that Krosan Verge is one of my favorite lands that doesn't see nearly enough play. The reality is the fact that it enters tapped and then takes effectively 3 mana to put 2 more mana into play tapped makes it TERRIBLE to draw mid-game. I'd like to think of it this way: Treat each comes into play tapped action as costing 1 mana. Verge comes into play tapped: 1 mana Tap Verge + 2 mana to search: 3 mana Put two lands into play tapped: 2 mana You've effectively payed 6 mana over the course of 2 turns to get + 1 mana Skyshroud Claim is almost always better and even that isn't played very often. I do use Krosan Verge in my Necrobloom deck as it ticks most of the boxes (sac, search, color fixing) and in most of my 5 color decks as it single handedly finds whatever 4 colors you're missing which is ridiculous (Haunted Mire + Idyllic Beachfront and similar). I'd say try it out, but I have been disappointed by the card on several occasions.
@nerdmango9819
@nerdmango9819 3 күн бұрын
@@TheFirstJake what about the creature Krosan Wayfarer, though? One green mana 1/1 with "sacrifice krosan wayfarer: you may play a land from your hand."
@TheFirstJake
@TheFirstJake 3 күн бұрын
Oh gotcha, I misread your comment the first time. Wayfarer is pretty bad. There are cases when it's useful and like you said you can get ahead if you have it turn 1 with a land in your hand, but it's still causing you to lose card advantage in the best case. You are essentially trading 2 cards in hand for 1 land in play. I'd consider it's usefulness across the flow of a game. Turn 1 it's essentially a chrome mox. Turn 2, it's probably closer to a coldsteel heart. Any turn after you exhaust the lands in your hand, it's just a woodland druid. At least it draws a card with Gilt-Leaf Archdruid.
@nerdmango9819
@nerdmango9819 3 күн бұрын
@@TheFirstJake thanks for the feedback! I really enjoy throwing him in my decks, but I'll have to look over it again. I really enjoy your videos, man. The slow/calm pacing is really nice and different than other channels :)
@TheFirstJake
@TheFirstJake 3 күн бұрын
Thanks so much. To be clear, pet cards are pet cards and if you like the Wayfarer, keep it in. I will absolutely fight to the death that Horned Kavu deserves a slot even though it’s terrible.
@pauldyson8098
@pauldyson8098 3 күн бұрын
"Fix your ramp-puh!" (sung to the tune of Shake Your Rump by the B-Boys)
@TheFirstJake
@TheFirstJake 3 күн бұрын
Well now I can't not hear it...
@lukebortot7625
@lukebortot7625 3 күн бұрын
Nadu is not only probably too powerful but it is also uninteresting design. It just provides generic value. It doesn't do anything interesting, it just draws cards and puts lands into play. As powerful as it is, I have very little excitement to play it.
@TheFirstJake
@TheFirstJake 3 күн бұрын
Agreed. What frustrates me most is the "limit 2" that they put on it. It's like wrapping some caution tape around a trampoline and thinking "yeah, that'll keep the kids off" as they all find a way to climb in anyways. Peak ineffectual design.
@Ninjamanhammer
@Ninjamanhammer 2 күн бұрын
Every time I think of Nadu I am impressed at just how thoroughly awful the design is. It totally feels like a fake card.
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