Magic: the Gathering

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Standard: Domain Ramp - Deck Tech and Updated Sideboard Guide!

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In today's article, I'll discuss the current Domain Ramp version seeing play in Bloomburrow's Standard. I'll show you how and why the deck is built the way it is now, its game style, and a sideboard guide for the main matchups in the format.

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被某某人翻译 Joey

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审核人 Tabata Marques

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About Domain Ramp

Domain Ramp was once one of the most central decks in Standard, and remained so for a long time. After the most recent rotation, however, this list lost some important pieces, like the SNC triome cycle, which hurt its mana base and was one of the biggest losses.

Nonetheless, this deck resisted rotation thanks to a new card Bloomburrowlink outside website (BLB) brought us.

Our List

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Heaped Harvest is the main reason why this strategy is still around, even though rotation affected it quite heavily. It is the most significant piece in it nowadays; it fixes the mana base and lets you play its central cards, namely Leyline Binding and Atraxa, Grand Unifier. Furthermore, it's also Food, so it gives you one extra resource.

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This deck is now even more control, and uses Atraxa and Archangel of Wrath as its main win conditions. Jace, the Perfected Mind is also one of its win conditions, and, most importantly, ends the game without relying on combat, which can be essential in many matchups.

Herd Migration also fixes your mana curve and sustains you throughout the game with its life gain. It can turn the course of the game in many different late game situations because of its 3/3 tokens.

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The removals are still the same. You have Leyline to deal with specific threats, as well as Get Lost, which adds more versatility to this list. Sunfall can deal with any situation, gives you some gas in most matchups, and nearly always wins aggro matchups. Temporary Lockdown does the same as Sunfall, but it's faster and a bit more limited.

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Up the Beanstalk is another reason to play this deck, as it's the main draw engine and can put you several turns ahead of your opponent. It also acts like removal bait in some situations, which may just give you the space you need to take control of the game.

Mulligan and Game Style

Domain Ramp plays well without many mulligans, but don't be scared of sending back inviable hands. What you want in your starting hand is ramp and ways to control the game until you can create some value with Atraxa.

Ideal hand:

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Sideboard Guide

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Vs. Gruul Prowess

This matchup can be incredibly hard or incredibly easy. You need your removals and to curve, fast; otherwise, you'll be mowed down.

Slickshot Show-Off is one of the most problematic creatures in this deck and can easily end the game on its own. Use your life points well, as it is your biggest resource. Moreover, don't forget to use your global removals well, and always be prepared in case your opponent turns the game back around.

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Vs. Golgari Midrange

Golgari is usually a balanced opponent. It often attacks your resources before you can use them, and mitigates your ramp game plan. At the same time, you also have the tools you need to deal with all your opponent's threats and control the game later on.

Post-side, your counter spells will be useful, and you'll be able to fight the Golgari strategy better. Temporary Lockdown can be a good way to deal with numerous small creatures at once, particularly Deep-Cavern Bat. Jace is an excellent way to finish the game and control your opponent's resources.

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Vs. Jeskai Aggro

Jeskai Aggro is basically the new Boros Convoke, but with blue as a splash. The best strategy is to do the same thing we did against Boros in the past: play Lockdown on turn 3 and keep many global removals in your hand.

Archangel of Wrath is excellent because it removes creatures and is another body on your board that will buy you a few extra turns. It can also end the game later on. The game plan in this matchup is the same as against Gruul, but you'll need to be careful with your opponent's removals.

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Vs. Dimir Midrange

This is one of the most complex matchups nowadays. Dimir has always been one of the hardest decks to face with Domain, and it still is.

Your opponent will have a wide array of powerful resources to use against you. They'll always play around your actions and wait for the smallest mistake to punish you. Be careful when trading units and with their winged creatures, which can easily make the game even more complicated with their continuous attacks and value.

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Vs. Mono-White Tokens

White Tokens is one of the newest decks in the meta and has performed well by relying on its token strategy and playing quite similarly to Domain.

I consider this a good matchup, as the opponent, despite having many control tools, can't interact well with your removals. Use this in your favor and take advantage of the openings your opponent will give you.

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Final Words

Domain Ramp is still one of the best decks in the format, and it is now updated and ready for the new metagame. It remains a solid option and has shown us it is resilient, as it persevered even after the latest rotation.

What do you think of this list? Tell us your thoughts in our comment section below.

Thank you for reading, and see you next time!