
The deck uses the ramp package at its maximum: a full pack of rocks and mixes, Air Towers, and the ramp spell of the deck,
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Dryads ward themselves with the same mana they give when they enter and guarantee an extra mana next turn… also two blocks—what a synergy for Soul Goodman!
So, thanks to this package, I can early summon strong creatures that make 2-for-1 themselves, and that can transform into 3-for-1 threats if warded with the Soul Goodman ability.
Big pressure on the opponent, and a low drawback for playing rocks: often I can stop drawing lands early, starting the turn with a spell instead, drawing a land, tapping the avatar, and playing it the next turn.
With an avatar that gives you free and low-cost value, the full pack of rocks is not a disadvantage but pure gas. (working on a jeweled-Sorcerer)
Also, a lot of cards give extra advantage: often draws 3 cards; a warded after an empty hand gives back a lot of cards; cantrips for advantage.
A lethal (often a 2-for-1 for a low cost; board wipe with ) plus a lot of strong beasts, and also the value combo piece (cast Azazel warded, attack with my creatures to kill opponent creatures, re-ward the Goat each time with the Savior bug).
Testing for gaining big ammount of life and pressure, that seem huge also if you cant ward it.
cook a lance every turn that can drop for or , or each strong creature in the deck.
Lance + ward could be very strong.
Two to shoot them to death’s door and kill all creatures except ours thanks to ward abuse. You can cast it very early with the ramp package—it’s terrifying.
Also gives access to utility pieces from the collection, but also to two creatures with big bodies, always keeping pressure ( fetchable can really scare).
The sites deck is full of Towers for the ramp plan. I’m testing only for fixing threshold, and it’s working. Six Villages for blockers and early game (we always have access to a 1-body warded creature for two mana, which is often a good start while ramping).