[Archetype] Valakut Ramp

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Valakut Ramp is an aggro/combo deck that focuses on getting out Valakut, the Molten Pinnacles then use various ramp cards to trigger Valakut.

Spells
Ramp Spells

Rampant Growth - The basic ramp spell, it will be gone come October but very good.
Explore - The other 2 mana ramp spell, not used as much as Rampant Growth due to not guaranteeing a land drop.
Khalni Heart Expedition - Good for going from 4 to 6 mountains in one shot, I will explain why this is good in the tips section
Harrow - A good way to trigger Valakut at instant speed, also about to ramp you from 4-6 mountains.
Cultivate -  A very solid ramp card. Makes sure you keep hitting your land drops

Non-Ramp Spells

Earthquake - A good way to clear the field of dudes.
Lightning Bolt - Best burn spell printed
Summoning Trap - If you have a lot of UW Control in your meta you can run this main deck but otherwise leave in the sideboard.
Lavaball Trap - Good if you are going the land destruction route.
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Dudes

Primeval Titan - A must include, lets you fetch any lands, not just basics so you can go get 2 Valakuts.
Avenger of Zendikar - A hard to answer threat that lets you have addition win-cons besides just Valakut. Also good for surviving against aggressive decks.
Siege-gang Commander - Going to rotate soon but an all around solid dude, against aggro he buys you time, against control he is a must answer threat and reach.
Inferno Titan - Clears the board of small dudes.
Gaea's Revenge - A giant beatstick that is hard to kill.
Oracle of Mul Daya - A creature that ramps, though a bit inconsistent and dies easily.
Obstinate Baloth - Good if you have a lot of RDW, Jund, or aggro decks in your meta, otherwise leave it in the board.
Bloodbraid Elf - In this deck he is basically a 4 mana Rampant Growth on legs (which is fine).
Goblin Ruinblaster - Again this is good if you are going the land destruction route. Good in the mirror.

Lands

Valakut, the Molten Pinnacle - Note that it is not legendary so get out as many as you can.
Terramorphic Expanse & Evolving Wilds - They let you cut down on the number of forests 
Raging Ravine - Manlands are good but don't run too many, they cut into your mountain count.

Sideboard

Combust - Good against those pesky Baneslayers, but don't be fooled, can also hit Knight of the Reliquaries and Rhox Warmonks.
Obstinate Baloth - Good against RDW, Jund, or aggro.
Goblin Ruinblaster - Good in the mirror and Jund.
Acidic Slime - A versatile answer, good against most control decks, taking out O-Rings and Manlands.
Mold Shambler - Even more versatile, though not able to take down everything in combat.
Back to Nature - Takes out O-Rings and Spreading Seas in one fair swoop, also good against Pyromancer Ascension too.
Pyroclasm - Take that zerg rush.
Ricochet Trap and Summoning Trap - Good against counterspells, Ricochet is also good at taking other people's Time Warps while Summoning Trap can be played at EOT to give your dudes haste.
Magma Spray - A way to deal with those pesky Vengevines and Sprouting Thrinaxes.
Forked Bolt - Good at killing the mana dudes of Naya/Bant

Decklist

Paper Decklists




[deck=Andrea Giarola Valakut Ramp - Top 8 - 2010 Italy National Championships]
3 Evolving Wilds
6 Forest
11 Mountain
1 Raging Ravine
3 Terramorphic Expanse
4 Valakut, the Molten Pinnacle

3 Avenger of Zendikar
4 Primeval Titan
3 Siege-Gang Commander

4 Cultivate
4 Explore
3 Harrow
4 Khalni Heart Expedition
3 Lightning Bolt
4 Rampant Growth

Sideboard
3 Back to Nature
2 Comet Storm
1 Lightning Bolt
4 Obstinate Baloth
3 Pyroclasm
2 Summoning Trap[deck]


[deck=Angelo Asta, Top 8 - 2010 Italy National Championships]
7 Forest
12 Mountain
1 Swamp
4 Terramorphic Expanse
4 Valakut, the Molten Pinnacle

4 Bloodbraid Elf
3 Goblin Ruinblaster
2 Inferno Titan
4 Primeval Titan
3 Siege-Gang Commander

4 Cultivate
4 Explore
4 Lightning Bolt
4 Rampant Growth

Sideboard
3 Acidic Slime
3 Burst Lightning
2 Destructive Force
4 Obstinate Baloth
3 Thought Hemorrhage[/deck]


[deck=Stefano Biasio, Top 8 - 2010 Italy National Championships]
3 Evolving Wilds
5 Forest
11 Mountain
3 Terramorphic Expanse
4 Valakut, the Molten Pinnacle

4 Gaea's Revenge
4 Primeval Titan

4 Burst Lightning
4 Cultivate
4 Harrow
4 Khalni Heart Expedition
2 Lavaball Trap
4 Lightning Bolt
4 Rampant Growth

Sideboard
4 Back to Nature
4 Magma Spray
4 Obstinate Baloth
3 Ricochet Trap[/deck]

MTGO

These are always changing so I will update every few days with new lists
[deck=Jarggor (4-0)Standard Daily #1505756 on 08/19/2010]
3 Evolving Wilds
6 Forest
11 Mountain
3 Terramorphic Expanse
4 Valakut, the Molten Pinnacle

3 Avenger of Zendikar
2 Oracle of Mul Daya
4 Primeval Titan
4 Siege-Gang Commander

4 Cultivate
4 Explore
4 Harrow
4 Khalni Heart Expedition
4 Rampant Growth

Sideboard
4 Back to Nature
4 Lightning Bolt
4 Obstinate Baloth
3 Ricochet Trap[/deck]
[deck=wasteland_tempest (3-1)Standard Daily #1505753 on 08/18/2010]
3 Evolving Wilds
6 Forest
10 Mountain
2 Raging Ravine
2 Terramorphic Expanse
4 Valakut, the Molten Pinnacle

2 Inferno Titan
4 Primeval Titan
4 Siege-Gang Commander

4 Cultivate
4 Explore
3 Harrow
4 Khalni Heart Expedition
4 Lightning Bolt
4 Rampant Growth

Sideboard
4 Acidic Slime
3 Back to Nature
4 Obstinate Baloth
4 Pyroclasm[/deck]

Tips & Tricks

If you can go from 4 to 6 mountains in one spell (Harrow or Expedition) the 2 mountains will see each other as the other 5th mountain and you will get 2 Valakut triggers.

If anyone has any other cool tricks be sure to share
Reserved
Alright, this looks pretty good.  If I may make one suggestion, though, it's that you should put Forked Bolt in the list of sideboard options, as it easily dispatches of Naya/Bant's mana dorks early on.
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Did we not see this thread in the Deck Help?????

Titan Ramp

14 pages of discussion. Why start over? I don't even mind using some of this original post to make it "worthy" of the tournament center. I'll give credit to the OPer.

Just seems silly.
Did we not see this thread in the Deck Help?????

Titan Ramp

14 pages of discussion. Why start over?

Just seems silly. 


Well, here's a new official thread.  Plus, the phrase titan ramp can be interpreted as decks that ramp into titans and Destructive Force without Valakut, so I think this title is more clear.
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Mafia History
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Titan Ramp

Titan Ramp

Titan Ramp

Titan Ramp

Every winning list is called Titan Ramp and without Primeval Titan the deck doesn't compete. I just don't see why you would split this discussion between two threads. The original thread has 3,563 views...this still seems like a waste of tournament center space (since most discussion slows down in the tournament center).

Obviously, do what you want but this seems to be counterproductive to keeping the threads clutter-free. 

^It doesn't matter, it's in the TC now and it's done.

It's about time this thread got put here, but I think Turboland should be booted out the TC.

There were 2-3 Valakut builds in the top 8 of the GPT I played in yesterday.
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Titan Ramp

Titan Ramp

Titan Ramp

Titan Ramp

Every winning list is called Titan Ramp and without Primeval Titan the deck doesn't compete. I just don't see why you would split this discussion between two threads. The original thread has 3,563 views...this still seems like a waste of tournament center space (since most discussion slows down in the tournament center).


I can link things too!  For me, and I'm sure a lot of other people, it's Valakut Ramp first because it's primary win condition is killing you with Valakut triggers.
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You Make the Card
Best Contest Holder 2010 YMtC Idol 9 4th Place
Mafia History
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I'm glad this archetype finally got its deserved place at the TC. This deck is probably one of the 2 archetype that will survive the october rotation. The other one is probably naya shaman.


I'm glad this archetype finally got its deserved place at the TC. This deck is probably one of the 2 archetype that will survive the october rotation. The other one is probably naya shaman.




OP looks good, but I think it needs some cool artwork.

Fauna Shaman Naya is kinda iffy, as it loses Bloodbraid elf and Noble Hierarch.  This deck is a shoe-in post rotation.  We lose Rampant Growth and Siege-Gang Commander.  While that kinda sucks, it's not a big deal.

Bout time this got into the TC. 
So are we posting in here now or are we sticking with the thread in deck help? Wink

Since this thread is Valakut Ramp and not Titan Ramp I'm assuming we are considered non-titan decks as well? I know that Primeval Titan is major push for this deck but since it's out of the price range for some of us (myself included) I was thinking about using Expedition Map as an alternate way to make sure my Valakuts come out. How does that sound?

In the creatures section I'd like to see Plated Geopede be considered as it can be a great early threat while still being relevant late game if it's not answered. Also Momentous Fall or Terastodon as sideboard options as they help deal with U/W Control and Mirror Matches.


So are we posting in here now or are we sticking with the thread in deck help? Wink

Since this thread is Valakut Ramp and not Titan Ramp I'm assuming we are considered non-titan decks as well? I know that Primeval Titan is major push for this deck but since it's out of the price range for some of us (myself included) I was thinking about using Expedition Map as an alternate way to make sure my Valakuts come out. How does that sound?

In the creatures section I'd like to see Plated Geopede be considered as it can be a great early threat while still being relevant late game if it's not answered. Also Momentous Fall or Terastodon as sideboard options as they help deal with U/W Control and Mirror Matches.


Generally the optimal valakut build now runs 4x Primeval Titan, but you can always go for a budget list (like a modified version of the pre-M11 build).
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You might also want to list Comet Storm in the non ramp spells section.  It's been played in a good many of the top decks, and is a viable choice.
Generally the optimal valakut build now runs 4x Primeval Titan, but you can always go for a budget list (like a modified version of the pre-M11 build).



Yea eventually I'll get 4 Primeval Titan but at the moment I see Expedition Map as a good alternative. Do you have a link to a pre-M11 build?
Why there's no Garruk Wildspeaker in here? He is a bit slow and vulnerable, but provides some minor manaramp, 3/3 tokens that help the matchups vs. heavy creatures decks, and an eventual alpha-strike through overrun that followed by a mountain with a couple of valakuts could win the game.

Plus, Lotus Cobra seems to find a great home in this deck, expecially with a landfall-heavy build running 8x fetchlands (Terramorphic Expanse and Evolving Wilds) as long as other landfall cards like Avenger of Zendikar and Khalni Heart Expedition. He's a dead drop in late game, but paired with khalni and Explore during the second turn makes the possibility of dropping a big threat during the 4-5th turn a lot more consistent.
Why there's no Garruk Wildspeaker in here? He is a bit slow and vulnerable, but provides some minor manaramp, 3/3 tokens that help the matchups vs. heavy creatures decks, and an eventual alpha-strike through overrun that followed by a mountain with a couple of valakuts could win the game.

Plus, Lotus Cobra seems to find a great home in this deck, expecially with a landfall-heavy build running 8x fetchlands (Terramorphic Expanse and Evolving Wilds) as long as other landfall cards like Avenger of Zendikar and Khalni Heart Expedition. He's a dead drop in late game, but paired with khalni and Explore during the second turn makes the possibility of dropping a big threat during the 4-5th turn a lot more consistent.




I had Lotus Cobra in the initial versions of my deck, and every time I played him I caught myself thinking "Why the hell aren't you a Rampant Growth!?"  He's bad in this deck for the same reason that Garruk is bad; you want to be putting lands on the board, not just generating mana every single turn.
Why there's no Garruk Wildspeaker in here? He is a bit slow and vulnerable, but provides some minor manaramp, 3/3 tokens that help the matchups vs. heavy creatures decks, and an eventual alpha-strike through overrun that followed by a mountain with a couple of valakuts could win the game.

Plus, Lotus Cobra seems to find a great home in this deck, expecially with a landfall-heavy build running 8x fetchlands (Terramorphic Expanse and Evolving Wilds) as long as other landfall cards like Avenger of Zendikar and Khalni Heart Expedition. He's a dead drop in late game, but paired with khalni and Explore during the second turn makes the possibility of dropping a big threat during the 4-5th turn a lot more consistent.



Naturalize should be included in the Board in the OP.
Geopede and sparkmages should be included in the Dudes Section. Several Posters have said they run them.

Garruk and Cobra-

There's already enough consitency with getting enough mana by turn 4-5 that Cobra and Garruk are not needed. Cobra is actually a liability, when Summoning Trap is used Maindeck.

Future-

With the Prevalance of Tec Edge being used as a counter against Val Ramp and with SoM coming in october, I'm going to start testing out Baloth Cage Trap and Maybe Cobra Trap. Cage Trap seems to have more potential though.
"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"
I've been playtesting all weekend and I think the most optimal build is pretty much playing with 12-16 ramp spells. If you're playing BBE then IMHO the best way to go is to not play any removal MD since you pretty much want your BBE to hit your ramp spell 100% of the time. Play 2-3 summoning trap MD since they're pretty much adding 2-3 to each creature count you have.

There's one interesting list in the US nationals which play 21 creatures with bogardan hellkite which I'm going to test out.
I've been playtesting all weekend and I think the most optimal build is pretty much playing with 12-16 ramp spells. If you're playing BBE then IMHO the best way to go is to not play any removal MD since you pretty much want your BBE to hit your ramp spell 100% of the time. Play 2-3 summoning trap MD since they're pretty much adding 2-3 to each creature count you have.

There's one interesting list in the US nationals which play 21 creatures with bogardan hellkite which I'm going to test out.




Cascading BBE into a Lightning bolt is very acceptable to me. 12 Ramp spells seems the perfect balance.
"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"
I've been playtesting all weekend and I think the most optimal build is pretty much playing with 12-16 ramp spells. If you're playing BBE then IMHO the best way to go is to not play any removal MD since you pretty much want your BBE to hit your ramp spell 100% of the time. Play 2-3 summoning trap MD since they're pretty much adding 2-3 to each creature count you have.

There's one interesting list in the US nationals which play 21 creatures with bogardan hellkite which I'm going to test out.




Cascading BBE into a Lightning bolt is very acceptable to me. 12 Ramp spells seems the perfect balance.



The thing is with a valakut deck you need the removals to get rid of early threat (mana dorks, ball lightning, goblin guide, fauna shaman, etc). Once you get to 3rd, 4th or 5th turn you should be ready to execute your combo and the removals really don't matter anymore.
I've been playtesting all weekend and I think the most optimal build is pretty much playing with 12-16 ramp spells. If you're playing BBE then IMHO the best way to go is to not play any removal MD since you pretty much want your BBE to hit your ramp spell 100% of the time. Play 2-3 summoning trap MD since they're pretty much adding 2-3 to each creature count you have.

There's one interesting list in the US nationals which play 21 creatures with bogardan hellkite which I'm going to test out.




Cascading BBE into a Lightning bolt is very acceptable to me. 12 Ramp spells seems the perfect balance.



The thing is with a valakut deck you need the removals to get rid of early threat (mana dorks, ball lightning, goblin guide, fauna shaman, etc). Once you get to 3rd, 4th or 5th turn you should be ready to execute your combo and the removals really don't matter anymore.



Play a fair number of games with the deck. The bolts matter. The bolts are needed. When you're starting down U/W control, and Trying to keep Jace off his ultimate, and your opponent has Tec edged/ Seas'd your Valakuts, It definitely matters.

And to Add to this. BBE is actually becoming a liability. I sided out the Geopedes and BBE almost every game friday. why? Because cascading into burn ramp is fun. Cascading through your primevals, AoZs, Terastadons, Traps and everything else is not.

I won't say I am an expert with this deck. I will however say that I think I know what I'm doing, and have a fairly good record with it.

I've learned not to play this deck from the point of should be's, and instead what most consistently will be's.
"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"
Play a fair number of games with the deck. The bolts matter. The bolts are needed. When you're starting down U/W control, and Trying to keep Jace off his ultimate, and your opponent has Tec edged/ Seas'd your Valakuts, It definitely matters.

And to Add to this. BBE is actually becoming a liability. I sided out the Geopedes and BBE almost every game friday. why? Because cascading into burn ramp is fun. Cascading through your primevals, AoZs, Terastadons, Traps and everything else is not.

I won't say I am an expert with this deck. I will however say that I think I know what I'm doing, and have a fairly good record with it.

I've learned not to play this deck from the point of should be's, and instead what most consistently will be's.



I'm with you on this one and I'm not saying to not play removals at all, they're on the sideboard of course.

What's your thought on playing a more aggresive version with a full set of inferno titan, siege-gang and maybe even bogardan hellkite?

Play a fair number of games with the deck. The bolts matter. The bolts are needed. When you're starting down U/W control, and Trying to keep Jace off his ultimate, and your opponent has Tec edged/ Seas'd your Valakuts, It definitely matters.

And to Add to this. BBE is actually becoming a liability. I sided out the Geopedes and BBE almost every game friday. why? Because cascading into burn ramp is fun. Cascading through your primevals, AoZs, Terastadons, Traps and everything else is not.

I won't say I am an expert with this deck. I will however say that I think I know what I'm doing, and have a fairly good record with it.

I've learned not to play this deck from the point of should be's, and instead what most consistently will be's.



I'm with you on this one and I'm not saying to not play removals at all, they're on the sideboard of course.

What's your thought on playing a more aggresive version with a full set of inferno titan, siege-gang and maybe even bogardan hellkite?




I'm Debating the merits of it right now. 16 creatures means, either no MD bolts (I personaly disagree with) or no MD Traps (Not sure how I feel about it). I like the idea of Hellkites, as it does help tighten up the air game, and peg something for 5. The problem is that its an 8 drop, and doesn't hit BSA. It's also rotating in a month.  Inferno Titan as a 2-3 of might be worth it. I'll test them out at some point and see.

I was going to test wolfbriar elemental as another token generator, but I don't think it will be worth it, since I run 7 green sources max, and will probably only get about 2 tokens out of it. I haven't decided yet. I have a busy week, so I won't be able to test.

My hope is SoM gives a good replacement for SGC.

"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"
Why there's no Garruk Wildspeaker in here? He is a bit slow and vulnerable, but provides some minor manaramp, 3/3 tokens that help the matchups vs. heavy creatures decks, and an eventual alpha-strike through overrun that followed by a mountain with a couple of valakuts could win the game.

Plus, Lotus Cobra seems to find a great home in this deck, expecially with a landfall-heavy build running 8x fetchlands (Terramorphic Expanse and Evolving Wilds) as long as other landfall cards like Avenger of Zendikar and Khalni Heart Expedition. He's a dead drop in late game, but paired with khalni and Explore during the second turn makes the possibility of dropping a big threat during the 4-5th turn a lot more consistent.




I had Lotus Cobra in the initial versions of my deck, and every time I played him I caught myself thinking "Why the hell aren't you a Rampant Growth!?"  He's bad in this deck for the same reason that Garruk is bad; you want to be putting lands on the board, not just generating mana every single turn.



T2 Cobra followed by a T3 (fetch)land allows to have a big mana potential to play T3 both Harrow, and Explore / Khalni (if not a second harrow or cultivate). Cobra is not a replacement for ramp spells, is a card to support them and refund their mana cost when they put the lands into the battlefield, speeding up the deck even more.

The same holds for Garruk: in my opinion Valakut should only be the main wincon of the deck, but not the only one: ramp should be be functional both for grabbing lands (for valakut) and for having more mana to play other big fatties. Garruk and Cobra don't grab lands, but first turn cobras can make ridiculous amounts of mana, and Garruk can provide additional ramp for a T4 titan when you don't go with T2 Explore and T3 Harrow, being itself a threat to be dealt with its -1 and -4 abilities.

I'm not telling they should be staple as the titan in this archetype, I'm just in the opinion they should be taken in consideration as possibilities in ramp versions of Valakut decks.

Trust me, Cobra is ONLY good on turn 2, and nowhere after that.  Garruk could be ok, but they're still not getting the job of putting lands in play done, which is what you want to be doing.  Lightning Bolt MD is a really good idea, as letting mana dorks or Fauna Shamans survive unhindered is bad news.  I'm also a big fan of Comet Storm.  Late game it becomes a one sided wrath that deals damage to the face at instant speed.

Here's my current list.

Creatures- 10
4 Primeval Titan
3 Siege-Gang Commander
2 Terastodon
1 Kozilek, Butcher of Truth

Instants/Sorceries- 18
4 Lightning Bolt
4 Rampant Growth
4 Explore
4 Cultivate
2 Comet Storm

Enchantments- 4
4 Khalni Heart Expedition

Lands- 28
4 Valakut, the Molten Pinnacle
4 Raging Ravine
4 Terramorphic Expanse
1 Evolving Wilds
3 Forest
12 Mountain

Sideboard
4 Cunning Sparkmage
3 Ricochet Trap
2 Back to Nature
2 Obstinate Baloth
2 Chandra Nalaar
1 Naturalize
1 Terastodon

My current record with this deck (through various tweaks) is 13-2-2 in sanctioned matches.  It's consistent, hardhitting, and has tons of answers in the sideboard for just about every deck in the format.

Edit- Still want to see some sick artwork on the OP, or at least a great big picture of Primeval Titan. 
Trust me, Cobra is ONLY good on turn 2, and nowhere after that.  Garruk could be ok, but they're still not getting the job of putting lands in play done, which is what you want to be doing.  Lightning Bolt MD is a really good idea, as letting mana dorks or Fauna Shamans survive unhindered is bad news.  I'm also a big fan of Comet Storm.  Late game it becomes a one sided wrath that deals damage to the face at instant speed.

Here's my current list.

Creatures- 10
4 Primeval Titan
3 Siege-Gang Commander
2 Terastodon
1 Kozilek, Butcher of Truth

Instants/Sorceries- 18
4 Lightning Bolt
4 Rampant Growth
4 Explore
4 Cultivate
2 Comet Storm

Enchantments- 4
4 Khalni Heart Expedition

Lands- 28
4 Valakut, the Molten Pinnacle
4 Raging Ravine
4 Terramorphic Expanse
1 Evolving Wilds
3 Forest
12 Mountain

Sideboard
4 Cunning Sparkmage
3 Ricochet Trap
2 Back to Nature
2 Obstinate Baloth
2 Chandra Nalaar
1 Naturalize
1 Terastodon

My current record with this deck (through various tweaks) is 13-2-2 in sanctioned matches.  It's consistent, hardhitting, and has tons of answers in the sideboard for just about every deck in the format.

Edit- Still want to see some sick artwork on the OP, or at least a great big picture of Primeval Titan. 



How is your mana consistency? I don't like only having 3 forest. I've found 5 is about the minimum that I can stand going down to and not have mana issues. I also tend to do a 3/2 split on the tap fetches, as I have had needle named on those lands before. Since they are functionally identical, for safety sake there is no reason not to.

Why Dumbo in the main board? I tend to stick my spark mages in the MD (the weeks I run them)and call Dumbo when I'm running against control (Or Jund, to hit the Janky Manabase). I have also had better luck with 2/1 naturalize back to nature vs 1/2. How has it worked for you? Do you find KHE to really be that beneficial? I was always subbing them out, and now I don't even run them. How is Explore? I've had better luck with harrow/RG/Cult vs RG/Cult/Explore. With the creature count I've found it's better to thin the deck than try and draw.
"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"


How is Explore? I've had better luck with harrow/RG/Cult vs RG/Cult/Explore. With the creature count I've found it's better to thin the deck than try and draw.




Would you recommend running RG over Explore? And then use Explore after RG rotates? I think the idea of playing a second land can be nice, but it's also not a guarantee, unlike RG. But drawing a card is good too, so I'm kinda split between the 2.


How is Explore? I've had better luck with harrow/RG/Cult vs RG/Cult/Explore. With the creature count I've found it's better to thin the deck than try and draw.




Would you recommend running RG over Explore? And then use Explore after RG rotates? I think the idea of playing a second land can be nice, but it's also not a guarantee, unlike RG. But drawing a card is good too, so I'm kinda split between the 2.




Late game Explore is better, as you have probably used the ramp you need. Early RG is better because it is consistent.

I'm using RG until rotation. Theoretically Explore is better, I just like the guarantee of RG. Plus I like the shuffle, as I get fatesealed alot.
"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"
Don't have the time to edit it right now but need to add

Lotus Cobra
Garruk
Plated Geopede
(all 3 I don't really thing go in the deck, they distract from the focus of the deck, but I will add them)
Commet Storm

When I get enough time i will pretty up the OP, I am a web developer so I want to do it right. 
I run Plated Geopede to deal with mana dorks and provide early threat which plays well with the rest of the deck. I'm not quite sure about Lotus Cobra, Garruk I could see being useful because he untaps forest which could then be used for more Explore/Cultivate/Growth/Harrow and then you creatures can also gain trample.

I like how the deck that won German Nationals ran Rampaging Baloths. He won the first game with it.
Trust me, Cobra is ONLY good on turn 2, and nowhere after that.  Garruk could be ok, but they're still not getting the job of putting lands in play done, which is what you want to be doing.  Lightning Bolt MD is a really good idea, as letting mana dorks or Fauna Shamans survive unhindered is bad news.  I'm also a big fan of Comet Storm.  Late game it becomes a one sided wrath that deals damage to the face at instant speed.

Here's my current list.

Creatures- 10
4 Primeval Titan
3 Siege-Gang Commander
2 Terastodon
1 Kozilek, Butcher of Truth

Instants/Sorceries- 18
4 Lightning Bolt
4 Rampant Growth
4 Explore
4 Cultivate
2 Comet Storm

Enchantments- 4
4 Khalni Heart Expedition

Lands- 28
4 Valakut, the Molten Pinnacle
4 Raging Ravine
4 Terramorphic Expanse
1 Evolving Wilds
3 Forest
12 Mountain

Sideboard
4 Cunning Sparkmage
3 Ricochet Trap
2 Back to Nature
2 Obstinate Baloth
2 Chandra Nalaar
1 Naturalize
1 Terastodon

My current record with this deck (through various tweaks) is 13-2-2 in sanctioned matches.  It's consistent, hardhitting, and has tons of answers in the sideboard for just about every deck in the format.

Edit- Still want to see some sick artwork on the OP, or at least a great big picture of Primeval Titan. 



How is your mana consistency? I don't like only having 3 forest. I've found 5 is about the minimum that I can stand going down to and not have mana issues. I also tend to do a 3/2 split on the tap fetches, as I have had needle named on those lands before. Since they are functionally identical, for safety sake there is no reason not to.

Why Dumbo in the main board? I tend to stick my spark mages in the MD (the weeks I run them)and call Dumbo when I'm running against control (Or Jund, to hit the Janky Manabase). I have also had better luck with 2/1 naturalize back to nature vs 1/2. How has it worked for you? Do you find KHE to really be that beneficial? I was always subbing them out, and now I don't even run them. How is Explore? I've had better luck with harrow/RG/Cult vs RG/Cult/Explore. With the creature count I've found it's better to thin the deck than try and draw.



There's alot of UW and Jund in my area, and Dumbo is bonkers in those two matchups.  Against Naya, Boros, or RDW I just sub him out for Chandra Nalaar.

I personally love KHE.  It allows for some really explosive draws, and you can save it until you drop a titan to just dome your opponent for lethal.  Needle on the lands would be pretty bad, but I haven't run into it yet.  The mana is remarkably consistent, and I wouldn't dare take out Raging Ravine.

The ramp package is pretty amazing.  I prefer Explore over Harrow right now because of the abundance of UW control, and because I like to get my CIPT lands out of the way.  I'll probably play Harrow over Rampant Growth post rotation, but for now the ramp package and the mana base are exactly where I want them to be.

The singleton Kozilek is just amazing.  I've mised wins just by ripping him and plopping him down on the field.  Even if UW counters him, suddenly you have more gas than they do.


So I was looking up alternate builds for Valakut decks today and I find it interesting one that included Vent Sentinel, Overgrown Battlement, Battle Rampart. Basically it was more defense deck that used Valakut as the only means of damage besides Bolts and Primeval Titan. What do you guys think?
So I was looking up alternate builds for Valakut decks today and I find it interesting one that included Vent Sentinel, Overgrown Battlement, Battle Rampart. Basically it was more defense deck that used Valakut as the only means of damage besides Bolts and Primeval Titan. What do you guys think?



For a fun deck, sure. For a competitive deck, horrible.

Don't have the time to edit it right now but need to add

Lotus Cobra
Garruk
Plated Geopede
(all 3 I don't really thing go in the deck, they distract from the focus of the deck, but I will add them)
Commet Storm

When I get enough time i will pretty up the OP, I am a web developer so I want to do it right. 




Has anyone had success with Cobra or Garruk? If not I wouldn't add them. I have seen lists (including my own) that do well with the Geopede.
"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"
Don't have the time to edit it right now but need to add

Lotus Cobra
Garruk
Plated Geopede
(all 3 I don't really thing go in the deck, they distract from the focus of the deck, but I will add them)
Commet Storm

When I get enough time i will pretty up the OP, I am a web developer so I want to do it right. 




Has anyone had success with Cobra or Garruk? If not I wouldn't add them. I have seen lists (including my own) that do well with the Geopede.



My first take on this deck actually featured 3 birds and 4 cobras and while it made the deck lightning fast I wouldn't recommend it if you're expecting a lot of naya shaman deck and/or titan force deck. IMHO mana dorks are way too fragile unless you're playing a very fast aggro deck and I'd stick with regular ramp spells.
So....I'm going to add crystal balls for the next build. The question is how many, and what to take out for it.

And I think Nature's Claim will sub in for Naturalize this week.

"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"
So it looks like recent developments very highly rate Ricochet Trap in the SB and I have seen quite a few with Summoning Trap both MD and SB so I am curious what tweaks could be made to this:




I have been feeling on the fence about the Oracles, they are great for thinning and getting that land you don't want to draw gone.  They also help with timing my Explore a little better, but I am slightly underwhelmed.

Would they be better replaced with Geopedes and would it be in my best interest to drop the Comet Storm for the Summoning Traps?
You're only running 9 sources of green mana, which is far too little to be effective.  Give my mana base a shot (28 lands is alot, but it's what is necesary) and tell me your results.
You're only running 9 sources of green mana, which is far too little to be effective.  Give my mana base a shot (28 lands is alot, but it's what is necesary) and tell me your results.



27 is good as well

11 mountain (Although 12 is probably better. I did run out of mountains to fetch last week)
5 forest
2 raging ravine
3 Terramorphic
2 Evolving Wilds

That's 12 sources, which has done me pretty well so far (better than 6 forest 3 tap fetches)

The Rest of the build seems fairly standard.

Imo, there is too much ramp. You have essentially 20 ramp spells. Imo, it's just not enough business. I'd replace Oracle with Geopede or Rampaging Baloths, or something that can better take advantage of the ramp. I would stick summoning trap in there. Personally, I do this in place of Khalni Heart Expedition.

Now SB-I don't know what your meta looks like, but here is an example of my SB for my meta

2-Combust
2-Terastodon
3-Goblin Ruinblaster
2-Naturalize
1-Back to Nature
2-Obstinate Baloth
3-Ricochet Trap

This gives me a very good matchup vs U/W control, Superfriends, while still able take on Jund, and deal with RDW and enchantments. Tailor to your own taste.
"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"

Now SB-I don't know what your meta looks like, but here is an example of my SB for my meta

2-Combust
2-Terastodon
3-Goblin Ruinblaster
2-Naturalize
1-Back to Nature
2-Obstinate Baloth
3-Ricochet Trap

This gives me a very good matchup vs U/W control, Superfriends, while still able take on Jund, and deal with RDW and enchantments. Tailor to your own taste.



How do you go with only running two of cards in your sideboard? I find that when I run two of anything I never see it, especially when I need it.

Now SB-I don't know what your meta looks like, but here is an example of my SB for my meta

2-Combust
2-Terastodon
3-Goblin Ruinblaster
2-Naturalize
1-Back to Nature
2-Obstinate Baloth
3-Ricochet Trap

This gives me a very good matchup vs U/W control, Superfriends, while still able take on Jund, and deal with RDW and enchantments. Tailor to your own taste.



How do you go with only running two of cards in your sideboard? I find that when I run two of anything I never see it, especially when I need it.



With summoning traps and deck thinning from the tap fetches, I can usually find them. However I do agree that I generally don't have them when I need them.


I did include a crystal ball, and won a match against RDW because of it. However I don't think it has a home here right now.

I'm also probably going to drop Raging Ravine. It gives more Tec Edge Targets (I lost against Naya because of tec edge on Ravine, which put me 1 behind for a AoZ) and is kind of a win more card. So I'll probably drop them for 2 more Tap Fetches. Managed to pick up a SGC on a cheap trade so I guess I'll use him till Rotation.

Going to Move bolts to the SB, and Put 3 KHE back in and a comet storm. We'll see how that goes.

"My name is Cael and Sonat Hedo-Lina of Lorrd. You killed my father, prepare to die!"