Top 8 at Denmark Nationals with White-Green Ramp

by Martin Dang on 14 September 2017, Thursday

Martin Dang


Top 8 at Denmark Nationals with White-Green Ramp

I just returned from the Danish Nationals this weekend, and am already looking forward to next year. Nationals is a great way to reconnect with old friends and make new ones across the country and I am very pleased it is back. 

In Denmark, we got to play 12 rounds of Swiss, consisting of 6 rounds of Standard and 6 rounds of Booster Draft. I went 10-1-1 in the Swiss rounds and got the top seat in playoffs. 

My score in Standard was 5-0-1 including an ID and a bye, so basically 4-0, before I finally succumbed to my first loss with the deck at 1-2 in the quarterfinals. I was very happy with my deck choice for the Constructed part of Nationals, so let's take a closer look at it.


Why White-Green Ramp?

I expected the majority of the metagame to play Temur or Ramunap Red at my Nationals, so I tested many different control decks which I thought would be great specifically against those two . However since I probably wasn't the only one coming to that conclusion (and in addition Blue-Black Control won Grand Prix Turin the week before), so I also expected a fair amount of control decks tuned to beat aggro to be part of the metagame. 

After testing I felt both White-Blue Control and Blue-Black Control had the same flaws. It was hard to gain an advantage against other control decks and also against Ramp without sacrificing advantages against aggro.

In the end, I felt it was near impossible to make a good control deck, as the current metagame is too wide to be truly reactive.

I started playing White-Green Ramp and was very happy with the consistency and most of its matchups in the Meta. You enter the battle with a good game plan and also an endgame which is difficult to disrupt, while still having clues and life gain to back you up. 

Here was my decklist at Nationals:



About White-Green Ramp


Weirding Wood Gift of Paradise Spring // Mind

The deck is very effective at its game plan. First off, you would want to play a ramp spell on turn three, which is why there are ten of them. Then, you want to follow up with one of your strong five-mana spells, either Fumigate or Hour of Promise depending on the situation.

Once you stabilize, you probably have some clues or more ramp you can play to further evolve your mana and then drop Ulamog, the Ceaseless Hunger to hopefully bring the game to an end.


Ulamog, the Ceaseless Hunger Hour of Promise

That is the overall game plan, but there are a few tricks to how to play the deck. 


  • Remember to play your Deserts when you can. You would much rather find non-Desert lands with Hour of Promise given the opportunity.

  • Play the land auras on basic lands if possible. You might need to sacrifice Deserts or Sanctum of Ugin later on. Putting them on Shrine of the Forsaken Gods is also not recommended.

  • Play Spring // Mind on turn three rather than land auras. The land from Spring // Mind comes into play tapped and you can't use it on that turn. However, with the land enchantments, you can cast it on an untapped land on a later turn and gain the extra mana right away.


Basic Sideboarding Guide


Against Temur Energy

+1 Linvala, the Preserver

+1 World Breaker
-2 Walking Ballista

The matchup has a great game one since Temur Energy will have useless removal. They are also not aggressive enough, which means you have plenty of time to reach the late game. After sideboarding, they'll have access to Negates which makes it a bit more tricky but usually they'll have to tap out to keep applying pressure.


Confiscation Coup

Once you have control, be very careful with playing your Ulamog, the Ceaseless Hunger, It might seem good, but remember to play around Confiscation Coup. Always try to have another Ulamog, the Ceaseless Hunger, Sanctum of Ugin, Cast Out or Descend upon the Sinful should he gain control of your Eldrazi.



Against Ramunap Red

+4 Authority of the Consuls

+3 Regal Caracal
+1 Linvala, the Preserver
-2 Descend upon the Sinful
-2 Ulamog, the Ceaseless Hunger
-2 Fumigate
-2 World Breaker


Authority of the Consuls Regal Caracal

This matchup is great. Game one is almost 50/50, but after sideboarding White-Green Ramp is heavily favored. There is so much life gain and you have loads of answers for Hazoret, which is still their biggest late game threat. At this time, I am 8-0 against the deck.



Against White-Blue or Blue-Black Control

+4 Oblivion Sower

+1 World Breaker
+3 Regal Caracal
-4 Fumigate
-1 Linvala, the Preserver
-2 Descend upon the Sinful
-1 Walking Ballista

The good thing about White-Green Ramp is that even the ramp spells like Weirding Wood and Spring // Mind generate card advantage, so you will have plenty of gas.

Control decks need to play loads of removal because of the metagame, so they won't be able to counter a lot of spell in Game One. World Breaker and Ulamog, the Ceaseless Hunger are both devastating for them.


Oblivion Sower World Breaker

After sideboard, four Oblivion Sower and an additional World Breaker ensures that you have plenty of threats that can't be countered that easily.



Against Mardu Vehicles

+1 Linvala, the Preserver
+3 Regal Caracal
+1 World Breaker
-2 Ulamog, the Ceaseless Hunger
-2 Descend upon the Sinful
-1 Fumigate

Since the Mardu deck attacks from so many different angles, this matchup is not very good for White-Green Ramp, Fumigate isn't as good against other aggro decks to help us stabilize. 

However, Mardu's worst enemy is its own mana base and inconsistency. Mardu Vehicles also has a bad matchup against Temur Energy, which is the most popular deck at the moment. Hence, I feel like Mardu Vehicles shouldn't be heavily represented.



Against Black-Green

+1 Linvala, the Preserver
+3 Regal Caracal
-3 World Breaker
-1 Walking Ballista 

This is also a very good matchup. Black-Green is a slow midrange deck which is weak to board sweepers. White-Green Ramp happens to play six of those in the maindeck.

Against Zombies
+3 Regal Caracal
+1 Linvala, the Preserver
-3 World Breaker
-1 Cast Out

This matchup is similar to Black-Green decks. Board sweepers are great here and they will have a hard time dealing with your threats. I would keep Walking Ballista in to deal with early game threats, particularly Cryptbreaker.





If I were to go to another Standard tournament again tomorrow, I would run the same list. I like the deck because most other decks in the current metagame try to "go big" after sideboarding and there are none that can go bigger than White-Green Ramp.


Warping Wail Druid of the Cowl Distended Mindbender


There are other good sideboard options such as Warping Wail for the mirror, Druid of the Cowl against aggro decks, and Distended Mindbender if you feel like you need more help against control decks.


Hopefully, you've got Nationals this weekend and this article was able to help you out. Otherwise, maybe you can try it out at Friday Night Magic, or Magic Online, because this is one of your last chances to play with Ulamog, the Ceaseless Hunger! Who doesn't like to play ten-mana creatures?


Thanks for reading! Good luck and have fun!



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