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Wednesday, May 24, 2017

A Style for Each – Ramp & Big Mana

May 31, 2012 by  
Filed under FAQ, In-Depth FAQ

Sub Themes

Welcome back. As recap from last article, we introduce the Sub Themes, Lifegain, the time buyer, which let you gain life and then use those life gained to draw cards, power up your Creatures, or even win the game. Although a very sound tactic, there are always dangers of losing the game by General Damage and Poison Counters. Also while you concentrate on gaining life, with you buying time, your opponent will get to develop themselves too without any disruption from you. Last but not least, there is the possibility of combo which kills ignoring life total. With that said, let us look into today article which involves two Sub Themes which works the same way, Ramp and Big Mana.

Ramp:

Pros:

Mana is what you need to cast spells. Without a good amount of mana, you cannot do anything at all. Ramp is the Sub Theme where you focus your card choices mainly on mana acceleration. The good thing about this is that you will always be able to cast all the big bombastic spells you had packed into your deck. Artifact and Creature mana, Lands which produce more than one mana, Creatures and spells which put extra lands onto the battlefield are all commonly used here. Below is a list of the commonly used means:-

 

After acquiring the huge amount of mana, huge threats are then played to end the game. Due to the natural of most EDH decks, powerful spells are not rare and are commonly played. So the quicker you could play your big spells, the nearer you are to victory.

 

Cons:

There is no true weakness to this Sub Theme and it should be included in every EDH decks. If there is really any weakness to it, is that you need to balance between having overabundant of the amount of land fetches to threats. If too much Land acceleration is packed into the deck there is the danger of having Land flood while having nothing threatening to cast.Some form of Tutors are recommended to be in the deck to avoid situation like this.

 

Generals of Choice:

  • Azusa, Lost but Seeking: – Commander who allows a total of up to three Lands play each turn. Makes Land fetch spells of yours which puts the Lands into your hand more useful. Scary combination with Crucible of Worlds which could allow you to play Strip Mine EVERY TURN, destroying your opponents’ Lands and still not missed a Land drop to develop your mana base; or playing Terramorphic Expanse over and over again to ramp your mana.


  • Omnath, Locus of Mana: – A General which is your beatdown and stores up all Green mana you have throughout the phases and pumping itself through the process. Powerful plays like Soul’s Majesty after storing huge amount of Green Mana to draw as per its power, then casting more spells after drawing those cards.


 

Big Mana:-

Pros:

Basically this is an evolved and more developed take on the Sub Theme Ramp; therefore almost all cards from Ramp could be used here. While the Ramp is all about ramping up the mana sources, Big Mana is more focus on generating huge amount of mana one shot and then using those mana to play equally huge and usually explosive plays. The huge amount of mana you could generate each time could well range from 10s, 40s, sometimes even up to 100 or infinity. Since you had accustomed your deck to take advantage of the huge boost in mana, those explosive plays you played after that could usually kill off one or two opponent in one shot. Below are some of the ways used to generate the madness:-

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Cons:

As EDH is usually play with multi-players, you may also be the main first target to be dealt with in the play group if you had already been torturing your play group with your explosive plays. It is always tell-tale sign to everyone when you are becoming dangerous to everyone as you ramp up your mana insanely. So it is critical that you end the game fast or you will be target board for everyone at the table. Nothing is more demoralizing to throw in all your mana for the explosive play only to have it countered by the combined effort of ALL your opponents.

 

Generals of Choice:


  • Omnath, Locus of Mana: – More insane plays possible with the mana acceleration from Big Mana, possibility of firing up a gigantic Hurricane to kill everyone at the table ending up in a draw game.


  • Drana, Kalastria Bloodchief: – Commander which could also act as your grand finisher as she flies in for the win, killing any potential blockers with her ability to minus Creature’s toughness while pumping her own power.


  • Geth, Lord of the Vault: – General who steals from opponent’s graveyard Artifacts and Creatures according to the converted mana cost of the stolen, which is not a problem with the huge amount of mana generated from all the acceleration in the deck.


  • Rosheen Meanderer: – Commander who adds four mana just by tapping herself. Use ways to untap her for more mana ramping.



  • Vorinclex, Voice of Hunger:- Like custom made EDH Commander for this theme, Vorinclex combine with all other mana doubling effects from the deck make all sorts of insane play possible. Not forgetting also the fact that he locks down your opponents’ Lands, severely crippling their ability to react to your insane plays.

 

Both Ramp and Big Mana are similar themes which accelerate your mana through all sorts of ways as quickly as possible. They are very useful Sub Themes which should be incorporated into all EDH decks to smooth the deck mana curve. One difference between both Sub Themes is that Ramp accelerated mana are just use to cast more spells, Big Mana will use those mana to cast big spells which will usually ends one or two opponents. Like always in EDH, people who developed way too fast are easily targeted by everyone else. Ramp and Big Mana are very big attention magnet in that once you starts to have the huge amount of mana, everyone will start aiming you for fear of what you could do with all those mana, especially so for the case of Big Mana, where victories are usually big epic spells or effects. And so with that we come to close for this article, do join us next article for more Sub Themes.

 

This is yours truly, Edward “Reaper King” Leong, signing off.

:D~

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  1. […] back. Last we left you we showcased two very similar Sub Themes, Ramp and Big Mana, which should be included in all EDH deck somehow to ensure smooth running of the deck. Both […]

  2. […] either ramp or beatdown; versatility, which is very important in EDH. The second ability is a very Big Mana kind of ability, allowing you to ramp into bigger spells. The ultimate is arguably the most imba […]

  3. […] it up, Karametra serves well as a Commander for Ramp and Big Mana Style with her trigger ability for tutoring Forests and Plains fitting like a glove into both […]

  4. […] on the other hand is a Big Mana card regardless that she is used as the Commander or normal Creature. I see her more of normal […]



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