Instant, Sorcery, Enchantment, Artifact (15) | |||
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$0.25€0.270.03 | |||
$0.15€0.070.03 | |||
$0.25€0.170.03 | |||
$3.93€4.380.02 | |||
$3.86€4.190.09 | |||
$0.20€0.150.03 | |||
Creature (19) | |||
$6.97€5.820.02 | |||
$3.520.11 | |||
$5.50€4.570.13 | |||
$0.30€0.240.02 | |||
$0.19€0.080.03 | |||
$0.61€0.600.03 | |||
$0.15€0.080.03 | |||
Land (26) | |||
$1.58€2.363.26 | |||
$6.507.09 | |||
$3.750.96 | |||
$4.720.14 | |||
4
Island
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$0.150.03 | ||
$0.50€1.050.90 | |||
2
Mountain
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$0.15€0.020.03 | ||
$0.40€0.450.02 | |||
7
Forest
|
$0.19€0.050.03 |
$0.20€0.160.03 | |||
$0.17€0.080.03 | |||
$0.46€0.520.02 | |||
$0.25€0.140.02 | |||
$0.25€0.170.02 |
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Learn more Download For WindowsA Standard 2022 ramp deck with a certain kick. I found Simic Ramp sometimes kind of getting stuck in closing out the game. So I gave it a little splash of red.
Our pay-offs for ramping are the current big "Simic" spells: Cyclone Summoner to bounce reset the board, Koma, Cosmos Serpent as a hard to deal with token spamming big hitter, and the omnipresent Alrund's Epiphany.
A little more flavor is provided by a lone copy Ashaya, Soul of the Wild. With all the ramping it is often a very big hitter and makes our non-token creatures harder to hit with removal, because there are quite a number of remoaval spells that clear "nonland permanents" and Asahaya makes them all lands. With that it also combos nicely with the Cyclone Summoner which will then not bounce our nontoken creatures.
The extra spice is Crackle with Power. Due to all our ramping we often can have X=2 or X=3, dealing 10 or 15 damage to multiple targets and pretty much close out the game in a single swing.
We are playing the S22 run-of-the-mill ramp cards Neverwinter Dryad, Quandrix Cultivator, and Prosperous Innkeeper. The Dryad is our usual turn one play and can absorb damage from aggro decks on turn two while ramping at the same time. The Cultivator gives us untapped lands. That's great! And while the Innkeeper only provides temporary ramp in form of a treasure its secondary effect of providing a little bit of life gain gives us more staying power until we reach the critical mass of lands for our big spells. We are also running two Field Trip to round up ramping out. Sometimes we want it on turn three. But accessing our learn board with it in the later turns is equaliy important.
Glasspool Mimic is a versatile creature, most often acting as our fourth copy of Cyclone Summoner or fifth copy of Quandrix Cultivator. For tempo plays we have Divide by Zero and Test of Talents. And, finally, the two copies of Behold the Multiverse let us dig up to four card deep n our deck. Due to ramping or in longer games we can often cast it for the full four mana. Or foretell it when we have left over mana and fake an Alrund's Epiphany.
Our mana base is splashing some red with Pathways and a few mountains. And we are of course playing some creature lands as hard to deal with mana sinks for the late game.
With six "Learn" spells, Divide by Zero and Field Trip, we have access to lessons in our side board. They play an important role in our game plan. Environmental Sciences lets us fix mana. And because we are a ramp deck we often empty our hand quite a bit or filling up the opponent's hand with Cyclone Summoner, making Teachings of the Archaics an important draw spell. "Secondary" lessons are Basic Conjuration to dig for our big hitters, a copy of Mascot Exhibition for when we need beaters or blockers, and a Cotainment Breach for the rare artifact or enchantment removal.
19 | 13 | 17 | 9 | 0 |
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2 | 1 | 3 | 1 | 0 |
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