19 Wins in Mythic with Ramp Magic Deck!

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Hello everyone,

Ever since I started playing the game, I have been obsessed with nature and nature decks. Almost all games I played since I started the game were nature decks.

Now as fun and good as nature is, recently I have started to vary between gods and play several type of decks and gods just to have fun and explore more about the game and get more game knowledge.

So while trying different stuff, I came across the very well known ramp magic playstyle and tried it for a bit a while ago. It did not go so well but it was fairly decent! However, I noticed that some cards can really make a big difference if I used them so I decided to buy them and try my luck this week with Ramp Magic instead of nature for the first time!

This was my 3rd week trying in mythic the first two I got 13 wins and here are the results and deck breakdown for this week!

The deck

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Now ramp magic is all about late game. Ramping up with mana getting to 6 7 8 while your opponent still at 5 6 and take this huge advantage to win the game. Now as you can see the deck is insanely cheap.

However, there are some cards that I really noticed that this deck was way worst without them and I would not have gotten these wins if any of them did not exists so I had to buy them.

Crucial Cards that I had to buy:

Shaped Blast (1.27$)

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This spell is one of the best spells that can get you out of a flooding board with enemy creatures. I know there is a very similar card called Crystal Rain but the 1 damage difference is huge and got me out of a lot of situations that I would have lost if it was only 2 damage.

Wall of Lightning (0.08$)

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Despite having a lot of decent frontlines for 4 mana in the game that might replace this, this card is actually irreplaceable because the 1 spell boost and top of being a very strong 4 mana frontline is crucial. It can get you rid of a strong mid game creature or a flooding board with a small spell. It will help you immensely to get to late game.

Labyrinth Guard (0.1$)

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This card is an absolute beast and can be a great obstacle for your opponent! Now despite the Minotaur Phalanx being also a 6 mana frontline, this 1 armor is huge and you do not need to attack with it you just need extra defense so I had to go and buy two of it because it really is game changer.

So overall these cards are the cheapest absolute must to me and I noticed a huge win rate difference between with and without them.

Replaceable Cards that you might not have:

Defend the Ramparts with Versatile Conjuration

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Although naturally Defend the Ramparts is better, switching it won't make a huge impact on the deck in case you do not own and do not feel like buying it.

Manathirst Golem with either Oni Spellsword or Rune Writer:

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Despite being a good help in some situations, Manathirst Golem can still be replaced with either both of these cards or even a spell and it would not harm the deck so much. The deck is more about late game so mid game strong creature is not mandatory.

Joker Card

Crystal Watcher:

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I saw several people use this card in a lot of ramp magic decks recently, and it seems so good looking at the stats and effect, so I might try using it also inn the future because I think it can help a lot in this deck and I will see how it goes!

Matchups explanation against each god:

Nature:

This deck is so good against nature because most of the nature decks used now are mid game decks. You can easily keep wiping the board early on and reach 6 7 mana easily before them and swarm them with your strong frontlines and since there are very few ways for nature to get over frontlines, this matchup is insanely good for the deck!

War:

Now here is where it gets tricky. If the opponent is playing an aggro war deck, it will be hard to win since it is so hard to not receive a lot of damage especially from war early on. And in case you got to 6 mana and was able to frontline him, you will most probably be low enough to be killed with several god abilities. So best you can do is try your best not to take early on damage and always clear the board. However, against control decks, this deck can perform decent and it then all depends on the card drawn and the timing!

Light:

Light is usually played with zoo decks nowadays, and this matchup is pretty fine. Just do not keep creatures for him on board as much as possible. However, order light which is used a little bit can be a lot of trouble because they will easily get through your strong frontlines late game and that can be problematic. Best thing you can do is try to bait out as much spells and effects as possible and then strike at the end with 1 or 2 late game beasts.

Deception:

I had a lot of trouble against deception. This hidden ability will render any frontline useless as well as hiding his creatures so you can not kill them with spells. My advice against it would be to keep untargeted spells in your hand early game to avoid taking as much damage as possible like Shaped Blast for example. And keep clearing whenever you have the chance.

Magic:

This mirror match depends on what type of deck it is. Against tempo you should be fine, just keep clearing his strong game changing creatures and late game should be yours. A 2 ramp matchup depends on who draw the better cards at the better timing usually if played correctly.

Death:

This deck perform fairly well against death, however all the matchups were against zombie decks and I did not face any Board Wipe or something else. With the huge clearing potential, zombie decks shouldn't be of a big problem for you. Just do not let things get out of hand early on and keep focusing on killing the game changing creatures!

Matchups Results

MatchupsWins/MatchesWin rate
Light0/1
Nature9/9
Magic3/3
Death4/5
War3/5
Deception0/2
Overall19/2576%

As we can see, the deck did insanely good against nature and I won all of my games against them, however I suffered a lot against War and Deception because all of the matchups I was up against aggro rush decks and I could not hold on to late game!

But I am so happy with my results as I did much better than last week!

Conclusion:

Despite having replacements for almost all cards in games, some cards in some decks can really make the big difference even if the alternative was somewhat similar.

The small difference in effect at some point can change the outcome of the game especially with this game being so detailed and a small accident can cost an entire game. With all these board control decks, clearing is so essential and even 1 damage, 1 armor or 1 HP can win a game at some point!

And one important piece of advice I would give any new or old player, is keep trying different gods because the knowledge you gain can help your gameplay greatly in this game and take you to the next level as well as being so fun! I also would advise trying this deck out!

That was it for this post hope everyone's weekend was good and everyone is getting the results they want! I had tons of fun trying a different god this week and was so glad with the results. Don't forget to follow if this deck helps in any way and see you on the next one!

Mad Love, Peace out <3!

19 Wins in Mythic with Ramp Magic Deck! | Ecency