![]() So a ramp deck just sort of jams into that speed-tuning structure and disrupts the pacing, and tries to bring things that come later much earlier. The entire game, then, hinges on a shared agreement of what qualifies at each point of the game as a competitive play, which means that pacing should be smoother, more routine, and less open to disruption. The entire format collapses into one where everyone is pursuing victory at different points in the game and trying to achieve different things along the way, redefining the game along a nexus not of "what turn do you win", but "what do you want to do each turn". Without cutting off aggro's win or loss at an arbitrary point of Wrath of God or Rout, instead aggro no longer feels temporally discrete, which has a similar "unbinding" effect on midrange and control. Instead, the aggressive decks are happy to chip you down enough that they can extend an effective reach strategy after you begin to stabilize to punch through the last bit of your life total. Aggressive decks aren't trying to win by T4 before the board wipe, because the threat of a simple Wrath of God isn't present, which removes this time requirement. There is a paucity of efficient spell-bodies, the removal is overall operating a little leaner and less efficiently, and the aggressive decks are excited to stick much less efficient threats as they develop. The relationship is very different here, though. This is a fun challenge, and it's a pretty marginal strategy in those mid-high power formats. ![]() In exchange, you're hoping to deploy something game-wrecking faster than your opponent can out-value you with spell-bodies ( Vendilion Clique et al) or strong aggression ( Goblin Rabblemaster), and to stick it despite powerful disruptive tools ( Doom Blade). ![]() Normally, violating "pacing" comes at a cost: your ramp tools don't have efficient ETBs typically, forcing you to choose between either committing a lot of bodies onto the board which are easily ripped up ( Birds of Paradise et al), or to spells that aren't really that dynamic in addressing your opponent's threats ( Farseek et al). My thinking now is that ramp is really just so mechanically isolated and has such a negative effect on the format, that it's a predatory force that breaks a fundamental element of the game, which I'll call "pacing". ![]() My views on ramp have evolved a lot with this format. ![]()
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