#Ramos, Dragon Engine(?) Charm Deck

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static hare
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I recently came up with the idea to make a deck containing all 54 instant charms, which then became some weird token creature deck using the lands to make tokens as a sort of 2-for-1 combo. Now I'm kind of in the place where I don't really know what to do. I think what I should do (and should've done at the start) is just make all of the non-charm cards focus on playing many instants, but I don't really know what cards would work best for that. I really want suggestions since this is the first deck I have ever built from scratch* and I want it in a place where I'm confident in it to where I actually acquire the cards. I would greatly appreciate any help! :D https://archidekt.com/decks/11273202/charming_deck

Archidekt

Ramos, Dragon Engine - Commander deck

(1) Commander • (1) Copy • (1) Counters • (1) Discard • (2) Draw • (3) Evasion • (2) Instant • (36) Land • (1) Mill • (6) Protection • (2) Pump • (3) Ramp • (1) Recursion • (34) Removal • (5) Tokens • (1) Untap
This deck spawned from the thought of "There sure are a lot of these instants called charms wh...

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I put the question mark in the title because I don't know if I should keep Ramos as the commander or not.

humble dust
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Charm tribal was definitely the meme way to build Ramos, although I don't think many lists stick to the theme as completely as you are doing. I do think it will struggle for identity a bit, with charms main strength being their modularity, but that strength ends up reduced a fair bit when one or more of the modes don't offer much synergy for your deck. Although any charm with a removal mode and a card draw mode is still pretty good, and there are a couple bomb synergy ones (Jund Charm and Abzan charm, the modes aren't amazing, but the 2 counters option on a 3 color spell is basically an auto WWUUBBRRGG with Ramos out).

My biggest recommendation for playing Ramos is to include ways to dump 10 mana at instant speed for value. When you pass turn with Ramos at 5+ counters, removal is likely coming your way if they've got it. Feel much better about it when you are sitting on [[Pull from Tomorrow]], [[Sphinx's Revelation]], [[Expansion//Explosion]] , or the number one option [[Unite the Coalition]]. Losing your commander is a lot better when you get a bunch of card draw and some other value out of it (or in Unite's case, don't lose your commande, get value, get your counters back). Having these big draw options makes you less reliant on the often mediocre draw modes on the charms themselves, so you can use those charms aggressively for their removal modes.

My other single recommendation is [[Lux Artillery]] over [[Helm of the Host]]. Ramos is already a massive removal target, Helm is going to be a stretch and win-more. Lux Artillery on the other hand lets you explode with WWUUBBRRGG on the turn you play Ramos. I've yet to lose a game where I played Ramos after Lux.

bronze aspenBOT
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Instant
Choose five. You may choose the same mode more than once.
• Target permanent phases out.
• Target player draws a card.
• Exile target player's graveyard.
• Unite the Coalition deals 2 damage to any target.
• Destroy target artifact or enchantment.