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					 The McShake
 Alchemist
 
					
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The 
McShake 
Alchemist on MagicWolf Run Ramp: A love story
 March 12, 2012
 
											Hey everyone! The McShake Alchemist 
											here with a new article about a deck 
											that is (in my head) the only reason 
											that I have any kind of credibility 
											as a Magic Player today, Wolf Run 
											Ramp. Today I'm going to be talking 
											about the 7 (!!) accepted builds of 
											Wolf Run. All of these lists are 
											relevant for the week after GP 
											Lilles (weekend of March 9th, 2012).
 The first build of Wolf Run that I 
											will be talking about is the classic 
											build with is a pretty standard 
											Red/Green styled deck. The 
											'suggested' list for this is 
											something close to Brian Kibler's 
											list from Pro Tour Honolulu last 
											month, which he piloted to first 
											place, (with Paulo Vitor Damo da 
											Rosa coming in second with a single 
											sideboard card being the only 
											change)
 
 Lands
 2 Kessig Wolf Run
 4 Copperline Gorge
 4 Rootbound Crag
  4 Inkmoth Nexus
 7 Mountain
 5 Forest
 
 Creatures
 3 Solemn Simulacrum
 4 Huntmaster of the Fell
 4 Primeval Titan
 1 Birds of Paradise
 1 Acidic Slime
 2 Inferno Titan
 
 Artifacts
 4 Sphere of the Suns
 
 Spells
 4 Rampant Growth
 2 Green Sun's Zenith
 4 Galvanic Blast
 4 Slagstorm
 1 Whipflare
 
 The deck is pretty straightforward 
											but more than likely the most 
											consistent of all the builds that I 
											will be presenting today. This build 
											is easily the best if you are 
											expecting a creature-based meta such 
											as spirits, humans, or zombies. 
											There is just so much removal packed 
											into this deck, and Inferno Titan is 
											incredible against spirits (unless 
											they have multiple Drogskol Captains 
											in play, of course). This is also 
											the best option for defeating 
											Tempered Steel, Jun'ya Iyaanaga can 
											attest to that (2011 World Champion, 
											also won with R/G Wolf Run Ramp)
 
 The second build that I will be 
											outlining today is the build that 
											Todd Anderson has been pushing 
											pretty heavily as of late, and that 
											is the Wolf Run Green build, which, 
											as the name may suggest, is 
											primarily green, only playing red 
											for the namesake Kessig Wolf Run.
 
 Lands
 2 Kessig Wolf Run
 2 Mountain
  2 Inkmoth Nexus
 19 Forest
 
 Creatures
 4 Birds of Paradise
 2 Llanowar Elves
 4 Dungrove Elder
 3 Primeval Titan
 2 Strangleroot Geist
 1 Acidic Slime
 1 Thrun, the Last Troll
 1 Daybreak Ranger
 2 Phyrexian Metamorph
 3 Solemn Simulacrum
 
 Spells
 3 Rampant Growth
 4 Green Sun's Zenith
 
 Planeswalkers
 3 Garruk Relentless
 2 Garruk, Primal Hunter
 
 This is one of the better positioned 
											builds of Wolf run if you are 
											expecting a lot of UB control in 
											your area. There are several things 
											just in the maindeck that UB has 
											trouble answering. Thrun is 
											fantastic against spot removal, and 
											even if they have the Phantasmal 
											Image to kill thrun, that doesn't do 
											anything against Dungrove Elder, 
											they generally have to either edict 
											it or Black Sun's Zenith it to 
											death. The Amount of Planeswalkers 
											are a huge plus as well, generally a 
											resolved Primal Hunter is game over 
											of UB. A Relentless isn't a much 
											better outcome, since the ultimate 
											is game over more often than not.
 
 The third build that I will be 
											discussing today is what Conley 
											Wood's used to win Grand Prix, 
											Orlando, in January, and it is the 
											Black oriented style of Wolf Run 
											Ramp.
 
 Lands
 2 Kessig Wolf Run
 2 Inkmoth Nexus
 1 Mountain
 1 Rootbound Crag
  4 Woodland Cemetery
 1 Evolving Wilds
 7 Forest
 8 Swamp
 
 Creatures
 4 Primeval Titan
 4 Grave Titan
 4 Solemn Simulacrum
 1 Birds of Paradise
 1 Acidic Slime
 1 Glissa, the Traitor
 
 Artifacts
 4 Sphere of the Suns
 3 Ratchet Bomb
 
 Spells
 2 Geth's Verdict
 2 Go for the Throat
 4 Rampant Growth
 2 Green Sun's Zenith
 3 Black Sun's Zenith
 3 Tragic slip
 
 This deck is generally the slower of 
											the various Wolf Run-oriented brews, 
											with the amount of 6-drops that it 
											plays, and the high cost of their 
											sweepers. While this deck is the 
											slowest, it definitely has the most 
											inevitability of all the decks. This 
											is the other option in regards to 
											wolf run decks if you want to be 
											able to have a decent matchup 
											against UB control. All of your 
											threats in this deck are just 
											incredible threats. Grave titan 
											alone spits out 3 bodies that you 
											can Wolf Run them into oblivion 
											with. Also, for those who haven't 
											noticed, Grave Titan has death 
											touch, which I hear is pretty cool 
											in a deck with Wolf Run*.
 
 The halfway point for Wolf Run lists 
											in this article will be with what I 
											would have to say is my least 
											favorite of them, Wolf RUG ramp.
 
 Lands
 2 Kessig Wolf Run
 2 Inkmoth Nexus
 2 Hinterland Harbor
 3 Island
  1 Evolving Wilds
 4 Copperline Gorge
 4 Rootbound Craig
 3 Sulfur Falls
 2 Mountain
 3 Forest
 
 Creatures
 4 Primeval Titan
 3 Frost Titan
 3 Solemn Simulacrum
 2 Snapcaster Mage
 1 Birds of Paradise
 1 Acidic Slime
 1 Phantasmal Image
 
 Artifacts
 2 Sphere of the Suns
 
 Spells
 2 Green Sun's Zenith
 3 Vapor Snag
 4 Slagstorm
 3 Galvanic Blast
 1 Cackling Counterpart
 4 Rampant Growth
 
 I've played with this dec ka few 
											times, and while it is decent in the 
											mirror, it really only has the "Wow! 
											That's a Snapcaster alongside a 
											Primeval Titan!" going for it in my 
											opinion. Most of the things that the 
											blue aspect does in the deck is not 
											what the deck needs to be doing. 
											frankly (I don't know if you've ever 
											Wolf-Runned an opponent's image for 
											0 to kill it, but, it does basically 
											the same thing, even if you control 
											the phantasmal image). I will 
											concede that Frost Titan wins titan 
											wars, but, in a Wolf run deck, most 
											of your creatures kill Frost Titan 
											anyway, assuming that you got a Wolf 
											Run with your Primeval Titan. If you 
											have a hard-on for cute tricks with 
											Cackling Counterpart and Snapcaster, 
											you should play this deck, if you 
											are playing Wolf run just for the 
											sake of winning, I would recommend 
											basically any other decklist in this 
											article.
 
 The deck I am talking about now 
											cheated it's way on to the list, 
											but, it was the first deck to 
											actually use Kessig Wolf Run 
											successfully, so I want to talk 
											about it some, and that is Wolf Run 
											Red (this is also the easiest to get 
											all of the cards for, for all of you 
											budget players out there). A build 
											of this deck recently won the 
											Starcity Games open 5k in Charlotte.
 
 Lands
 3 Kessig Wolf Run
 4 Rootbound Crag
 16 Mountain
  
 Creatures
 4 Stromkirk Noble
 3 Goblin Fireslinger
 1 Grim Lavamancer
 4 Stormblood Beserker
 2 Hellrider
 2 Porcelaine Legionnaire
 3 Chandra's Phoenix
 
 Artifacts
 4 Shrine of Burning Rage
 
 Spells
 2 Brimstone Volley
 4 Volt Charge
 4 Incinerate
 4 Galvanic Blast
 
 This is the fastest of all the decks 
											that I'm going to be listing 
											because, well, it's Red deck wins 
											with Kessig Wolf run in it. Without 
											the inclusion of any Maindeck Koth 
											of the Hammers, you can afford to 
											not play an all mountain build, not 
											to mention the fact that you are 
											playing Rootbounds already for the 
											common side-boarded Ancient Grudge, 
											Kessig isn't good until lategame in 
											these style decks anyway, if 
											definitely doesn't hurt to play. You 
											would be surprised how much the card 
											helps against something like UB 
											control when you play Chandra's 
											Phoenix and surprise them for 8 
											damage they didn't account for from 
											haste.
 
 Deck #6 is probably the least known 
											that I will be discussing today, and 
											truthfully, the list that I have the 
											least experience with, Wolf run 
											Robots. Yep, Robots.
 
 Lands
 4 Glimmerpost
 3 Ghost Quarter
  2 Kessig Wolf Run
 2 Mountain
 4 Inkmoth Nexus
 3 Buried Ruin
 7 Forest
 1 Swamp
 
 Creatures
 4 Primeval Titan
 1 Copper Myr
 1 Palladium Myr
 2 Myr Battlesphere
 4 Solemn Simulacrum
 1 Birds of Paradise
 2 Acidic Slime
 1 Glissa, the Traitor
 2 Wurmcoil Engine
 1 Phyrexian Metamorph
 
 Artifacts
 3 Ratchet Bomb
 4 Sphere of Suns
 2 Birthing Pod
 
 Spells
 4 Rampant Growth
 2 Green Sun's Zenith
 
 While easily the least known of the 
											Running decks, this is the most fun 
											by a long shot, in my personal 
											opinion, just from the amount of 
											tricks, though I must concede the 
											most inconsistent. Birthing Pod can 
											just do some nutty things in 
											conjunction with Buried Ruin or 
											Glissa, the Traitor. If you want a 
											more fun build, then this is 
											definitely the list to take for a 
											spin. A note that one should take 
											with this deck is the RDW matchup 
											isn't as horrible as it looks, as 
											Battlesphere can be very 
											problematic, and Primeval Titan has 
											the ability to grab two glimmerpost, 
											which nets four like the firs time, 
											and 8 life if it happens again.
 
 The seventh and final 'known' build 
											of Wolf Run Ramp I'll be showcasing 
											is the Naya build of the deck. It 
											has arguably the most cards to cram 
											in, and the least amount of space to 
											do it for cost restrictions 
											(mana-wise). The build I'm playing 
											right now is a build I've been 
											playing tech'd mostly to beat the 
											mirror match and have it not even be 
											close. My list for reference-
 
 Lands
 3 Inkmoth Nexus
 2 Kessig Wolf Run
 1 Clifftop Retreat
  4 Sunpetal Grove
 4 Rootbound Crag
 4 Copperline Gorge
 2 Plains
 2 Mountain
 4 Forest
 
 Creatures
 3 Primeval Titan
 3 Solemn Simulacrum
 1 Huntmaster of the Fells
 2 Elesh Norn, Grand Cenobite
 1 Birds of Paradise
 1 Acidic Slime
 2 Hero of Bladehold
 3 Wurmcoil Engine
 
 Artifacts
 4 Sphere of the Suns
 
 Spells
 4 Rampant Growth
 2 Green Sun's Zenith
 3 Galvanic Blast
 3 Slagstorm
 2 Day of Judgment
 
 I reiterate what I said in the 
											initial statement about this build: 
											It is built to beat other Wolf Run 
											decks. Right now my locals are 
											absolutely swamped with Wolf Run 
											decks and I have some cards in there 
											that are just to beat the mirror. If 
											you want to play this in a meta with 
											less Wolf Run, I would make the 
											following changes
  
 -2 Hero of Bladehold
 -2 Wurmcoil Engine
 
 +1 Batterskull
 +2 Day of Judgment
 +1 Gideon Jura
 
 I think that Naya is the most well 
											positioned of the Wolf Run decks at 
											this point, just because while the 
											mono Green build has a great UB 
											matchup, it can suffer against 
											creature decks that get a faster 
											start, and this build has sweepers, 
											as well as a lot of resilience. 
											Wurmcoil is one that I would keep in 
											the main if you expect to see a lot 
											of UB control, due to the amount of 
											removal that it takes to deal with 
											it.
 
 So, those are the most popular 
											versions of wolf run in their 
											wonderful, colorful glory. I'd love 
											to hear anyone's feedback on the 
											decklists. I must concede I have 
											only played 3 of these builds in the 
											last 30 days, and the meta changes 
											very rapidly as the format evolves 
											and new formats are introduced. Feel 
											free to contact me on any of the 
											social networking sites
 
 email:
											
											andro_sphinx@yahoo.com
 facebook: facebook.com/shakezilluh
 twitter: paper_gagnsta_
 youtube: Themcshakealchemist**
 
 As always, hit me up if you want to 
											talk Yu-Gi-Oh! or Magic, I'm open to 
											most suggestions, and I am happy to 
											do *most* deck fixes that people 
											send me. 'Till next week
 
 Never stop learning
 Sean Handy
 The McShake Alchemis
 
 
 
 *If a creature with Deathtouch gians 
											trample, 1 Damage of Deathtouch is 
											considered lethal in regards to be 
											allowed to assign the rest of the 
											damage to a player. (Example: If you 
											have a 10/6 Wolf Runned Grave Titan 
											being blocked by a 15/15/ Emrakul, 
											the Aeons Torn, yo ucan assign 1 
											point of Damage to Emrakul, and the 
											other 9 points of damage to your 
											opponent, because 1 damage of 
											Deathtouch is enough to kill it.)
 **Hopefully I'll start having the 
											ability to do videos soon. I've been 
											having some trouble streaming lately 
											and it makes videos nigh-impossible 
											to upload.
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