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5 months ago ::
Jan 11, 2013 - 11:51AM
#11
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Because "action" cards do something to the board/gamestate. Drawing cards doesn't actually do anything until you start casting those extra cards. It doesn't mean that drawing cards is bad, just that they fit into a different category.
I was kidding when I "took exception"...
But really, concentrate may not be an "action" card, but what about Mulldrifter huh? It has wings.
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5 months ago ::
Jan 11, 2013 - 11:56AM
#12
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@Tremor... would you mind if I linked to this in my advice section in the Decklist Compendium? I really like the example you gave with the number between the two hypothetical decks. It was an easily understood illustration of the POWER OF RAMP AND DRAW!
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5 months ago ::
Jan 11, 2013 - 2:24PM
#13
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Date Joined:
Feb 11, 2007
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Please do  In all honesty I posted this so I'd have something easy to link to when replying to deck help threads. It's one of those things that seem common sense to vets but a lot of newer players (and some vets) have a hard time understanding.
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5 months ago ::
Jan 11, 2013 - 2:34PM
#14
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Cool beans.
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4 months ago ::
Jan 12, 2013 - 10:39PM
#15
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Date Joined:
Mar 21, 2010
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4 months ago ::
Jan 13, 2013 - 3:24AM
#16
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4 months ago ::
Jan 13, 2013 - 7:38AM
#17
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Date Joined:
Nov 27, 2011
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4 months ago ::
Jan 13, 2013 - 8:02AM
#18
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Date Joined:
Jun 14, 2006
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"ramp" isn't optimal for every EDH deck (although I can agree that a large majority of EDH decks require at least some kind of "ramp" especially if your play group plays "fair" decks).
Don't be too smart to have fun
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4 months ago ::
Jan 13, 2013 - 8:21AM
#19
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Date Joined:
Feb 11, 2007
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Even in colors with card draw available I much prefer stuff that advances my own board state rather then concentrate spells.
You're nitpicking. I said it was a very oversimplified example. There aren't even 14 4-mana draw-3s in magic.
Playing a peice of artifact mana a turn is fine until you get blown out by Austere command
Yeah. See aforementioned note about it being an versimplified example. I'm not actually saying every deck should run 11 signets. Heck, I'm not even saying you need to run 2-drop accelerants. If you prefer cultivate and far wanderings , go to town. All I said was that most decks posted here, and most decks I see played online don't pack enough ramp or card draw and I used a kindergarten-level example to show why they're missing out.
There are ways to get extra lands into play. I think mono red might do well to play Wayfarer's Bauble and Solemn Simularum . I'm also a fan of Terrain Generator , escpecially with cards like Journeyer's Kite .
I'm actually a huge fan of tricks with thawing glaciers . EG: use expedition map to pair it with deserted temple , or if you play online it allows you to use lands with off-color mana symbols so it has awesome synergy with ravmica bouncelands . (eg: you activate thaw, then play your bounceland returning thaw and have effectively accelerated by 1).
"ramp" isn't optimal for every EDH deck (although I can agree that a large majority of EDH decks require at least some kind of "ramp" especially if your play group plays "fair" decks).
Name a deck that doesn't want to ramp?
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4 months ago ::
Jan 13, 2013 - 8:42AM
#20
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Date Joined:
Oct 24, 2011
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I guess you could argue that tribal decks have a lot of cheap creatures and therefore don't need ramp. You could also argue that a deck built around card advantage wouldn't need it as much, since with extra draws come extra land. But then you are back to what I said before: Good card draw doubles as bad ramp. Both arguments are fallacious. The title of the OP said how to run "better", and every deck will be better with the right ramp. Maybe one deck the right ramp is mana elves. Another may be mana rocks, and another may be land fetches. The two decks I run with the most dedicated ramp package both perform rather well despite one of them being a brainless Timmy deck and the other being a gimmicky Ally deck. That they both overperform, and both have more ramp than most of my eight or so other decks, makes me a believer in the idea put forth in the OP.
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