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Creatures - 19
4 Elvish Visionary
2 Ogre Battledriver
3 Garruk’s Packleader
1 Inferno Titan
1 Soul of Zendikar
2 Terra Stomper
3 Pelakka Wurm
2 Siege Dragon
1 Kozilek, Butcher of Truth

 
Other Spells - 16
3 Ground Assault
2 Anger of the Gods
4 Cultivate
2 Darksteel Ingot
3 Meteorite
2 Warstorm Surge

 
Land -25
9 Mountain
12 Forest
4 Gruul Guildgate

 

This is the R/G ramp deck, which gives up the extra draw from Wall of Omens, ramp from Kor Cartographer, and Cloudshift for protection and abusing enter the battlefield effects. What does red offer in exchange for that? Well, we get a cheaper mass removal with Anger of the Gods, arguably the best spot removal in the game with Ground Assault, a few good red fatties like the Titan, and the main stars of the R/G ramp build, Ogre Battledriver and Warstorm Surge. What’s better than ramping into a bunch of big, fat creatures with flying or trample? Attacking with them right away, which is what the Battledriver does for the deck.

 

Giving all the bombs haste just makes things silly, silly dangerous that is. A similar thing can be said of Warstorm Surge. Now all your big creatures come into play taking out your opponent’s best creature, or taking out your opponent. Surge offers some resiliency to decks with heavy removal, allowing you to win regardless of if your creature survives to see a combat phase. The Ingots and Meteorites help make up for the loss of the Cartographers in the switch from W/G to R/G, and the Meteorites can help take out troublesome X/2 creatures while extending our mana. The extra ramp doesn’t ever feel like a waste either, as things can get even more silly when you get enough mana to cast a Battledriver and a bomb in the same turn, or multiple bombs.