G/W Ramp by jaspercmu on MtGO

Creatures (4)
4 Walking Ballista

Non-Creature Spells (30)
2 Approach of the Second Sun
3 Beneath the Sands
4 Fumigate
4 Hour of Promise
1 Hour of Revelation
2 Settle the Wreckage
3 Treasure Map
4 Cast Out
4 Gift of Paradise
3 Sandwurm Convergence

Lands (26)
2 Field of Ruin
4 Forest
4 Hashep Oasis
4 Plains
4 Scattered Groves
1 Scavenger Grounds
3 Shefet Dunes
4 Sunpetal Grove

Sideboard (15)
3 Authority of the Consuls
3 Carnage Tyrant
2 Desert’s Hold
2 Slash of Talons
1 Forsake the Worldly
1 Ixalan’s Binding
3 Regal Caracal

Summary

We are mere days away from Pro Tour Ixalan, where the best in the game will be competing on Magic’s biggest stage. Standard has had a while to settle into a rhythm, but it feels like new decks are popping up almost daily on MtGO, bringing us into what will likely be a very diverse and exciting Pro Tour. The deck we’re featuring today is G/W Ramp, which looks to get a mana advantage over its opponent in the mid game and cast big, powerful spells.

The most critical part of any Ramp deck are the ramp spells. Without them, the deck’s strategy crumbles and the pilot is left with a pile of expensive cards. In this deck, Beneath the Sands and Gift of Paradise are the 3 mana ramp spells, while Hour of Promise offers more bang for your buck, but at 5 mana. Beneath the Sands and Gift of Paradise have their own separate strengths, with Beneath able to be cycled in the late game, and Gift gaining life when it enters, helping to hold off aggressive decks. Hour of Promise can search out any land and can even bring 4 power and 4 toughness spread across two creatures, making it relevant as soon as it can be cast, as well as the late game.

As for big and impactful things to ramp into, this deck plays Approach of the Second Sun and Walking Ballista. Approach is a valuable win condition on its own, and is even better in this deck, as it tends to be able to keep the opponent at bay for several turns. Walking Ballista is relevant in the early game, mid game, and late game at several different mana costs, helping this deck bridge to its powerful late game and take over the game when it gets there. Lastly, it’s important to mention the inclusion of Sandwurm Convergence. The 8 mana enchantment has hardly seen any play in Standard, but it can completely stop the opponent in their tracks and singlehandedly win the game if left to its own devices for several turns.

In order to help bridge the gap into the late game, this deck plays several sweepers in Fumigate, Settle the Wreckage, and Hour of Revelation, each of which have their individual strengths. Fumigate gains life, Settle only costs 4 mana, and Hour hits all non-land permanents, helping to destroy troublesome planeswalkers. Treasure Map is another valuable inclusion in this deck, as it tends to have excess mana in the mid game, and needs a good source of repeatable card advantage in the late game.

Here are the changes I would make going forward:

Mainboard

-1 Sandwurm Convergence

+1 Ixalan’s Binding

Sideboard

-2 Desert’s Hold

+2 Forsake the Worldly

This is day 305 of Spellsnare.com’s 2017 Deck of the Day column, where each day we’ll feature a different Standard, Modern, or Legacy deck that caught our eye. You can read day 304 here, where we featured a unique U/W Embalm deck in Standard that uses Vizier of the Anointed as a powerful engine!

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