![]() ![]() Let's take a closer look at these "phases." Ramp to Ramos, proactively protect Ramos, build counters onto Ramos, make mana, play something that allows you to play on your opponent's turn, make MORE mana, and cast some huge spells that win the game. A game's play patterns looks a lot like this: This deck's plan centers around abusing Ramos' mana ability as often as possible. I'll go into detail about a few of those choices, but for the most part, you could slot those in wherever you felt like! I'll give you a few minutes to check out this sweet list. Apologies for the mess, the maybeboard exists as a way for me to mess around with my paper list. This time however, we're doing it again! It's combo time baby! Dragon tribal-type decks especially love to exist in a Ramos shell, because it allows them to be rewarded for playing big ol' meaty dudes in all colors. In my experience, Ramos has only been used as a shell for being rewarded for playing gigantic, multicolored creatures. This gives you a competitive edge, since players will make often incorrect assumptions about what you're playing before the first turn even starts. We're taking a few pages from the playbook of episode 1 by taking another unorthodox approach at a popular commander. Don't sacrifice me to draw a card, you'll need that mana! That's right, it's The Mind Stone being cast for 2 mana- or should I say 2 episodes? The Mind Stone goes into analysis of some interesting commander decks, and explains the thought process behind interactions, builds, and individual card picks. This time we'll be exploring the mythical mechanical monster themself, Ramos, Dragon Engine.
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