Guilds of Ravnica Brews, pt. 3 – Temur Ramp

Here’s a deck by Todd Anderson, which does it’s best to kill the opponent with [scryfall]Fight with Fire[/scryfall] copied with [scryfall]Primal Wellspring[/scryfall]. So, what if we go deeper and add some green ramp.

We have two potential ramp cards available to us [scryfall]Grow from the Ashes[/scryfall] and somethings that’s currently called [scryfall]Detour[/scryfall] on MythicSpoiler (it’s known as “This garden is 90% full of snakes!” on Scryfall), which is a strictly better [scryfall]Explosive Vegetation[/scryfall] as it can find Gates as well.

How about this play pattern: [scryfall]Electromancer[/scryfall] into [scryfall]Detour[/scryfall] into [scryfall]Primal Amulet[/scryfall] and… something. Or better yet: [scryfall]Elfhame Druid[/scryfall] into [scryfall]Detour[/scryfall] into [scryfall]Primal Amulet[/scryfall] and [scryfall]Grow from the Ashes[/scryfall] kicked. I have a slight headache right now, so I’m not even sure how much mana you’d have available on turn five.

We do have a bit of a problem here in that neither Gruul or Simic is in the set, so it’s possible that this will be a more functional deck after the next set.

[deck]
[creatures]
4 Electromancer
4 Elfhame Druid
[/creatures]
[spells]
4 Detour
4 Grow from the Ashes
4 Primal Amulet
4 Chart a Course
4 Tormenting Voice
2 Chemister’s Insight
4 Fight with Fire
1 Banefire
[/spells]
[lands]
2 Izzet Guildgate
4 Hinterland Harbor
4 Rootbound Crag
4 Steam Vents
4 Sulfur Falls
7 Forest
[/lands]
[/deck]

Most of the time this deck will just die against anything aggressive, though.

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