Standard Deck Guide - Temur Ramp with Kaldheim
31/01/21 0 comments
Today I'll present you a complete guide of the updated version of Temur Ramp with Kaldheim new cards!Edit Article
The deck's objective
Why play this Deck
non-giantcreatures and planeswalkers. The second chapter serves to fix the top of the deck and prepare our heavy plays that win the game. The third part of the saga serves card advantage and "set" even more spells that close the game. 2x Shatterskull Smashing - The versatility of this spell-land fits the deck perfectly. In the initial turns, it is a guaranteed land drop and, when the game progresses, it serves to remove larger creatures and / or planeswalkers. Because you need to pay 3 life to enter untapped, two copies seems like the right number, as we don't want to lose a lot of life against aggressive decks to guarantee interactions in early turns. 1x Wilt - All the lists I've seen so far use enchantments on the main deck (the new sagas, Shark Typhoon, Tymaret Calls the Dead, Akroan War, Trail of Crumbs among others), then this copy among the 60 serves to remove some saga that develops the game or some artifact of Eldraine that wins the game (The Great Henge or Embercleave). The other copy on the sideboard follows the same idea. 2x Jwari Disruption - Again, the versatility of this spell-land makes us use some copies on the deck. A few months ago, I used 4 copies, but I realized over time that 2 or 3 is a more suitable quantity. The spell is very good against basically any deck because it breaks the opponent's curve or prevents doubling spells in one turn. Having land drops guaranteed, I prefer to use the spell face of this card. Otherwise, prioritize the land drop. 2x Into the Roil - I consider this tempo play to be underestimated, because, for two manas, a permanent returns to the hand and for four manas, additionally draws a card. It is good against aggressive decks to delay an Embercleave or a creature that generates a lot of pressure alone, such as Questing Beast, Torbran, Egon, Lovestruck Beast and Korvold, or delay enchantment decks that take time to double, like Doom Foretold archetypes.
best three-manaramp. There is no reason not to use 4 copies on a deck whose purpose is to ramp to conjure high cost spells that win the game. 2x Migration Path - It's a great ramp that normally allows us to cast the Ultimatum or even Ugin in the next round of casting for that ramp. The cycling ability gives the card versatility, as it can increase the chances of not losing land drop in 2/3 turns or buy a card in the late game, when we no longer need to ramp.
close the match. While it exchanges with almost any creature, if revealed in an Ultimatum along with Ugin, it allows the planeswalker to use -10 as soon as he enters the field and avoids cards like Scavenging Ooze, Korvold, Fae-Cursed King , planeswalkers and sagas of the opponents to act against you.
wins the game automatically. Here we always try to reveal a Ugin to clean the table and other permanent ones, like Beanstalk Giant, Vorinclex and Waking The Trolls to compose a table and “turn the key”. Due to the construction of the deck, the Ultimatum sometimes reveals 2 or 3 lands and 2 or 3 spells. This is not necessarily bad! The card advantage generated by the Ultimatum can win us the match, if our life have not been under much pressure. 3x Ugin, the Spirit Dragon - Also known as
Ugin, which wins games. I decided to remove a copy in the Kaldheim version of that Temur Ramp because the deck is a little less dependent on the planeswalker to win. It is still the main card to reveal in an Ultimatum or conjure, but we have the Izzet saga to clean the board, the Troll saga to apply pressure against slow decks and Vorinclex. Dragon Spirit is good against any deck, whether aggro, midrange, or control: it will reset the table and demand an immediate response every time.