Melissa DeTora
7/20/2012 10:31:00 AM
Hello everyone! I'm excited to be writing my first article for TCGplayer.com! For those of you who don't know me, allow me to introduce myself. My name is Melissa DeTora. I'm a long time player (nearly 15 years) and I've been on and off the Pro Tour since 2003. After taking a year break from competitive Magic in 2011, I returned to the game and managed to qualify for the last two Pro Tours. I ended the year with 17 Pro Points, which was both good and bad. It was good, because it's the best Magic year I've ever had, but bad, because Silver Level in the Pro Player's Club doesn't give me any benefits. This year, my goal is to qualify for the Pro Tour again, and to reach Gold Level. With just two Pro Points earned already, it's going to be a long year.

Today I'm going to talk about one of my favorite Standard decks, Wolf Run Ramp. I really like the deck because it's so powerful against aggressive strategies, and those types of decks can't deal with lots of mass removal and huge creatures. Wolf Run Ramp is very under the radar right now, mostly because Delver and Esper Control decks have gotten very popular. I think the release of M13 will change that. M13 has enough cards to not only make Wolf Run Ramp better, but the reprinting of
Rancor gave aggro decks a huge boost as well. If aggro decks are the decks to play, then Wolf Run Ramp will shine again.
First, let's take a look at Wolf Run Ramp pre-M13:
This list has quite a few problems. First, it has way too much removal. If you are playing against aggro decks all day that's great. However, once you get paired against a control deck you will get crushed because there are not enough threats to put up a solid fight in the matchup. This deck also struggles against Delver. One of Delver's best cards,
Vapor Snag, is amazing against this deck. Sure, you will get some value out of your Titans, but chances are, your opponent will go end of turn Snapcaster a
Vapor Snag, untap, swing for lethal. What's worse is when they untap, cast
Phantasmal Image on your Titan, and
then cast
Vapor Snag.
Another problem that this deck has is it doesn't mulligan well at all. You need to keep a hand with a ramp spell, and the deck only has eight of them. If you are forced to mulligan, you have even less of a chance of drawing a ramp spell in your six card hand. The release of M13 has given us some tools to fix most of these problems.
So, what are some of the cards that we should consider for Wolf Run?
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Farseek
Farseek can only search for a Mountain, and without Shocklands (hopefully coming soon),
Farseek is a very weak replacement to
Rampant Growth. I do believe that
Farseek plays an important role in Ramp decks. I wouldn't play an entire playset, due to the fact that it can't get Forests, but I do think that increasing the number of ramp spells in the deck is necessary. Having more ramp means less mulligans. I would like to play maybe three
Farseek, and cut a few Sphere of Suns. There are times that you will randomly get hated out with an artifact removal spell on the Sphere, and the last thing you want to have happen is get your mana production destroyed.
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Ranger's Path
Although
Ranger's Path is a very slow card, it will ramp you from four to seven mana, allowing you to
Green Sun's Zenith for a
Primeval Titan as early as turn four. If we were to play this card, it would replace some number of Solemn Simulacrums. I don't think that this card is better than Solemn. I would definitely rather have a 2/2 body and a card than an extra Forest. However, depending on the build of Ramp you are playing, specifically, how important
Green Sun's Zenith is to your plan, I could see running one or two.
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Magmaquake
It's no
Earthquake, but it's pretty close. Right now, there are lots of options for Mass Removal.
Slagstorm,
Bonfire of the Damned, and even
Blasphemous Act are better options than this. It can't hit flyers, which is the main reason why this card won't make the cut. If the metagame shifts and suddenly people are playing decks with multiple Planeswalkers, I could see this card making an appearance.
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Thundermaw Hellkite
I remember playing during Onslaught Block. My opponent would think he was in complete control when suddenly, I would tap six mana, slam down a Rorix, Bladewing, and attack for six.
Thundermaw Hellkite gives me that same feeling, and I think he can find a home in Ramp. The Hellkite has the added bonus of killing all little flyers and tapping down the big ones. Against Delver, I do see
Vapor Snag being an issue with this card, but if you can kill a few Spirit Tokens, then he has done his job.
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Thragtusk
Thragtusk is the exact card that Ramp needed. It is great against both of Ramp's problem matchups, Delver and Control, as well as being insane against aggro decks. Gaining five life is a lot of life, and perfect when racing, which is usually what the Delver matchup is all about. It also can't be Vapor Snagged! Well, technically it can, but doing so would be very embarrassing for your opponent, since you will get a
Beast Token and gain another five life when you resolve it again. If it resolves against Control, they will have to use two removal spells to deal with it. I like
Thragtusk a lot. It's one of the most efficient creatures recently printed, and will definitely be a major player in Ramp.
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Silklash Spider
Silklash Spider is cute, can be searched up with
Green Sun's Zenith, and can block and kill flyers. As good as the Spider is, I believe there are better options right now.
Corrosive Gale,
Stingerfling Spider, and
Crushing Vines all require less mana and do not get owned by
Vapor Snag. If I'm casting a
Green Sun's Zenith for five, I don't see why I would ever get this over a
Thragtusk.
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Elderscale Wurm
Here's another creature worth considering as a tutor target for
Green Sun's Zenith. Remember
Worship? As long as you had a creature in play, you basically couldn't die.
Elderscale Wurm is very similar to
Worship. As long as he is in play, you can't go below seven life. I don't see how a deck like RG Aggro can get around this. Seven toughness is a lot to deal with, and you never have to block with it, since your life total is not ever changing. However, you have to ask yourself, do you really need this card? RG Aggro is going to board in
Zealous Conscripts or
Act of Aggression, making this card more of a liability than anything. Again, I would rather have a
Thragtusk.
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Mwonvoli Beast Tracker
This card is worth mentioning because it can search up
Primeval Titan,
Acidic Slime, or even a good sideboard card such as
Stingerfling Spider. However, casting a 2/1 is not something you want to be doing on turn three. It doesn't block well at all, and is a horrible late game topdeck, since you have to wait an entire turn to cast your Titan. This card is strictly worse than
Green Sun's Zenith, and I don't think it deserves a slot in Wolf Run Ramp at this time.
Here's how I would build Wolf Run Ramp with M13:
Here's a brief explanation of the card choices:
There is a creature package of four
Primeval Titan, three
Thragtusk, three
Huntmaster of the Fells, and three
Solemn Simulacrum. The first distinct change is the lack of
Inferno Titan. That may seem strange, but
Inferno Titan is terrible against Delver. Sure, it can kill one or two things on the board, including a Delver, but it can't hit a
Restoration Angel or a
Geist of Saint Traft. Not to mention,
Vapor Snag and
Phantasmal Image are both great against this card, and
Phantasmal Image copying an
Inferno Titan can be game winning against Ramp. If there was more aggro decks in the format,
Inferno Titan could find a home again, but for now, it's going to sit out.
Thragtusk is a great replacement. It solves all of the problems that
Inferno Titan created. It's not as good against aggro as
Inferno Titan was, but it's still excellent.
The other creature that's noticeably absent is the 1-of
Birds of Paradise. Usually, the Birds acts as a ninth ramp spell, however, usually when you
Green Sun's Zenith for him on turn two, he just dies, setting you too far behind. If you are playing against a deck with removal, and your opening hand contains Birds as your only ramp spell, you have to mulligan. The Birds got the axe in place of
Farseek, so you won't randomly lose a mana source to
Gut Shot.
There are two
Green Sun's Zenith. Without the
Birds of Paradise, Zenith is not a card you want to draw early, because the lowest value for X that you can cast is for is four. Zenith also gets better after board, because you will be bringing in more things to search for.
Green Sun's Zenith is not an essential card in this deck, so it's unnecessary to play more than two.
The ramp package includes four
Rampant Growth, three
Farseek, and two
Sphere of the Suns. With the addition of
Farseek, you will want to
Rampant Growth for a Forest more often than not. The addition of this new ramp spell will hopefully decrease the amount of mulligans you will have to take at the start of the game.
Next up is the removal package. The mass removal includes four
Bonfire of the Damned and two
Slagstorm.
Bonfire of the Damned, while amazing to cast for its miracle cost, is fine to hard cast due to all of the mana that this deck generates, which is why we are maxing out on them. Plus, it feels pretty good to look at your top card, see that it is Bonfire, and flip it over for the win. The other board sweeper we are playing,
Slagstorm, is also very important to the deck because it provides a mass removal effect at a much cheaper cost, which this deck sometimes needs.
Our spot removal includes two
Dismember and three
Beast Within.
Dismember is excellent right now, especially with the larger creatures that are being played.
Restoration Angel, Golem Tokens,
Phyrexian Obliterator, and
Wolfir Avenger are just a few of the creatures that
Dismember can kill but
Galvanic Blast or
Pillar of Flame can't. Also because there's a lot more life gain in the deck, the loss of life doesn't hurt as much as it did before.
Beast Within is another great removal spell that can hit anything. Not only can it kill things such as
Oblivion Ring, Swords, and Planeswalkers, but sometimes your opponent will miss an important land drop and destroying a land or two against a mana screwed opponent is game winning. The Beasts that they will receive are irrelevant because this deck has many ways to deal with them. I personally like it when my opponent double or triple blocks my
Primeval Titan, I
Beast Within one of the blockers, and I get to keep my Titan and my opponent takes the rest of the trample damage.
Next up is the sideboard. Wolf Run Ramp's weakest matchup is control, so I wanted to focus mostly on that. The Batterskulls, Garruks,
Acidic Slime,
Zealous Conscripts, and
Karn Liberated all come in for the matchup, and the mass removal and spot removal come out. Against control, you really need to play as many threats as possible. Eventually, the control player will run out of answers to your threats, and you will come out ahead. Removal will just clog up your hand and never do anything relevant, so it's best for those cards to not even be in the deck after game one.
The next worst matchup is Delver, so we have a
Stingerfling Spider and the Pillars of Flame. Delver is the beatdown in this matchup, so it's important to have ways to deal with all of their threats. There is also another
Cavern of Souls so that
Mana Leak is less threatening. Depending on the build of Delver you are playing against,
Ancient Grudge could also come in.
Against aggro decks, there are Pillars, Batterskulls, and Blasphemous Acts. Sometimes there are huge creatures in play that you just can't kill with a
Bonfire of the Damned, such as a paired
Wolfir Silverheart.
Blasphemous Act takes care of those things quite nicely. Pillars are very cheap and efficient, and can take care of problem creatures such as
Gravecrawler,
Geralf's Messenger, and
Strangleroot Geist.
This sideboard is quite flexible, and there are a lot of cards that are good in multiple matchups. For example,
Zealous Conscripts is good against Ramp, but it can also be good against control to get a Planeswalker that's about to go ultimate, or even against Pod or mid-range decks that play big threats.
Batterskull is a great card against both aggro decks and control decks. This sideboard plays cards that double up against different strategies, so that you can easily adapt to whatever you are playing against.
Wrapping Up
I think Wolf Run Ramp is an excellent deck to play at your next PTQ, and I hope you give it a try. I'd like to give a special thanks to Jason Liu for helping out with the decklist. Until next time, thanks for reading!
Melissa DeTora
@AllWeDoIsWinMTG on Twitter