I've been collecting for years and sometimes card value jumps without me noticing lol Sorry if I did, I tried to keep ones that I think are budget but I don't know the values of cards off of the top of my head either. I just grabbed a couple of my grave based decks and grabbed any general value cards, I tried to take out any I saw in your list already but I may have missed some. The same is true for card draw and interaction.Įdit: Also look at what lands your ramp actually fetches, if you only have 4 basics and all of your ramp only fetches basics you might be shooting yourself in the foot without realising it (I definitely didn't make this mistake) Pick the sub-theme, pick how you are going to win and have your ramp synergies with what the rest of the deck is doing. That way if you draw the ramp in the mid game its not a dead draw as it will still trigger other effects you will have on the field.Īs an example from my Mazerik deck, if I play Steve in the mid game and sacrifice him Mazerik will give all the creatures counters, Liliana Dreadhorde General will draw me a card, Butcher of Malikir will force my opponents to sacrifice a creature, any one of these in in addition to the additional land which is just value. The best advice I can give you is make your ramp work for you, if you are going for an Enchantress build run Omen of the Hunt, if you are going with Arisocrats Steve, Diligent Farmhand etc. Or lean landfall, it depends which theme you prefer. As you are already leaning into aristocrats with the Lord of the Forsaken, Mazerik replace them with cards on that theme. So I would cut it as you're not running Landfall. When it comes to spells that are 5 MV+ such as Gitrog Monster (maybe world shaper and tatyova) they should be key pieces to your strategy. Out of those 14 I would also look at the signets, personally I don't like them you can't use them on T2 and you have to use mana to tap them. Replacing the satyr with a dredge card will fill your graveyard quicker (Stinkweed imp or life from the loam). The Satyr isn't ramp it puts the land into your hand (neither is hermit druid but it is one of the best ways to get cards into the graveyard so keep it). That does seem high, Sad Robot (Solemn Simulacrum) can probably be cut for Teferi, I would also take out Dryad you have a decent enough land base. I know its off the ramp topic but ] is great card draw. ] is also worth a shout, as you can sac it to draw a card and just replay it. I also wouldn't overlook ] ] and ] yes they aren't reusable but they allow you to find non-basics on T2, ] is also interesting as it has Threshold. Similarly you could replace Sanctum Weaver with BOP and lower the MV by 1.ĭo you count Dryad of the Iilysian grove as ramp? (because Muldrotha will still only allow you to play 1 land per turn from your graveyard).Ī good rule of thumb is to have about 10 bits of ramp, other bits you could look at include ] ] is reusable in Muldrotha and fits in with the aritocrats sub-theme you have going ] is also reusable, ] is worth looking at as it can count as your artifact for the turn. Maybe swap springbloom druid for wood elves they both net you +1 lands and fetching a triome or shock will diversity the mana you can draw from your pool just as much. After that "ramp" cards should more be used like synergy for landfall decks (This rule should be treated less strictly in colours that struggle with this). As you want to be doing it as early as possible. Wrenn and Seven is a 5 MV card, you want your ramp to be 1-2 MV ideally with 3MV being the highest. I hope this helps, its always nice to meet another Muldrotha player.Įdit: I forgot ], although it only provides mana once you can replay it everyturn and as it costs 0 mana you can either use it to help get something bigger out or just make the most use of Muldrotha's ability. I would also run ] as it is one of the best ways to deal with a commander because phasing doesn't count as changing zones. One of the best cards for Muldrotha is ], but if you are looking for a cheaper alternative ] is less predictable but can be just as effective (or run both). If you were open to other suggestions I can recommend, ] (an unusual but effective mana dork), ] (and ] Dredge is just amazing), ] is excellent ramp especially if you get the triome. That would give you the space the for Teferi and Tormod. Personally I would drop the land count my Muldrotha Build only runs 34 Lands.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |