How to beat Ramunap Red (… and zombies)

This weekend, the Pro Tour finally happened and Standard is alive again. The top 8 contained 6 Ramunap red decks, and red was the talk of the weekend.

It’s a very powerful deck with some very fast draws and at the same time a lot of staying power between Hazoret, the Fervent and Ramunap Ruins. If you think you can just play a truckload of cheap/mass removal and be safe, you have another thing coming. So is this the new caw blade? First of all, we need to look deeper than just the decks in the top 8.

This has always been overvalued, because remember the Swiss includes 6 rounds of draft. We also have to keep in mind that basically all the top pros/teams brought Bomat Courier and friends to the table and it was almost 25% of the starting metagame so you should expect to see some copies doing well.

I prefer to look at the decklists published on the coverage page sorted by standard record. That reveals the following: 1 Ramunap Red went 10-0. 2 Zombies and 1 Ramunap Red went 9-1. 1 Ramunap Red and 1 BG Constrictor went 8-1-1. At 8-2 were 6 Ramunap Red, 2 BG Constrictor, 2 Zombies, 1 Four Color Vehicles and 1 Temur Energy. Going down 7-3 there were 12 Ramunap Red, 13 Zombies and 7 BG Constrictor with a few copies of assorted other decks.

Any of these could have been in the top 8 depending on their limited records. Considering that there were more than twice as many red decks as zombies and almost three times as many red decks as constrictor, you could argue that Ramunap Red actually did worse than the other two. Additionally, there was a Standard PTQ on MTGO on Saturday with a top 8 of 3 Zombies, 2 Constrictor, 2 RG Ramp and zero(!) Ramunap Red decks. What I take from all of this is that Ramunap Red is very beatable.

It will continue to show up in the coming tournaments because a lot of people will just copy a list from the pt top 8, especially the winning one, but the decks you should really Metagame against right now are zombies and BG Constrictor. Luckily, all three decks have a comparable game plan: cheap aggressive creatures backed up by resilient, hard-hitting top end threats. First of all we need cheap removal; these decks hit the board early and hard and if you take too much damage from their cheap creatures, you will be hard pressed to keep up answers to their late game.

Second, you need a way to take over the game, once you’ve dealt with their early onslaught. You need to close the game out fast or it could slip away to their top decked Hazoret, Dark Salvation or Verdurous Gearhulk. Lastly, you need to be prepared for their sideboard plans. All of them pack extra punch and Resillience in the board, mostly in the form of Planeswalkers like Ob Nixilis Reignited, Liliana, the Last Hope and extra copies of Chandra, Torch of Defiance. Don’t just board in a bunch of extra Fatal Pushes and Sweltering Suns, lest you risk losing to one of these.

My current way to deal with these 3 decks is BR Midrange. It started just after Hour of Devastation came out, when I saw this list 5-0 a league:

BR Midrange

Creatures (9)
Glorybringer
Goblin Dark-Dwellers
Gonti, Lord of Luxury
Kalitas, Traitor of Ghet

Spells (25)
Abrade
Chandra, Torch of Defiance
Doomfall
Fatal Push
Hour of Glory
Liliana, Death’s Majesty
Liliana, the Last Hope
Live Fast
Magma Spray
Never // Return
Lands (26)
Aether Hub
Canyon Slough
Endless Sands
Evolving Wilds
Foreboding Ruins
Mountain
Smoldering Marsh
Swamp

I took it for a spin and liked a lot of it, but there were a few problems; there was too much of a gap between the early removal and the late game.

You often needed to be able to play 5-6 removal spells in the first 4 turns to have enough room for your 5 drops to take over. And then other games you needed to draw much less removal and more big threats because they had a slower start and answers to your first 2 threats. It was basically the classic non-blue control deck problem where you needed to draw the right half of your deck without any card selection.

I knew I wanted 4 Liliana for sure because it was both removal and threat at a cheap cost but other than that I wasn’t too sure. Then last week, Paul Rietzl 5-0’d a league with a similar deck that also top 8’ed the MTGO PTQ the weekend prior:

BR Midrange - 5:o Standard League by Paul Rietzl

Creatures (12)
Demon of Dark Schemes
Glint-Sleeve Siphoner
Glorybringer
Goblin Dark-Dwellers
Kalitas, Traitor of Ghet

Spells (22)
Abrade
Chandra, Torch of Defiance
Collective Brutality
Doomfall
Harnessed Lightning
Liliana, the Last Hope
Live Fast
Ruinous Path
Lands (26)
Aether Hub
Blighted Fen
Canyon Slough
Foreboding Ruins
Mountain
Smoldering Marsh
Swamp

The key for me is the 4 Glint-Sleeve Siphoner.

It might look out of place in a control deck but it helps keep the cards flowing and at two mana, it will rarely be stuck in your hand, and you can play it and a removal spell on the same turn in the midgame. It also puts the opponent in an awkward spot for sideboarding because if they board out their removal, they could just flat out lose to it but if they keep removal in for it, they lessen their chances of enacting their own game plan because of a card you might not draw.

It even presents them with a dilemma in-game when you play it turn two because they have to spend mana to kill it in which case it did the same for you as a removal spell; keeping one of their threats off the board.

Along with the 4 Lilianas you have strong proactive early plays that are good against both aggro and control meaning the losses to ‘drawing the wrong half of your deck’ become much less frequent. I was not satisfied with the removal suite though; nothing at 1 mana and 6 at 2 is just not going to cut it against Ramunap red.

I also think you need ways to deal with Hazoret in a deck like this and Doomfall won’t hit it when you don’t have enough cheap removal to keep their small stuff off the board. I want some Grasp of Darkness instead of Harnessed Lightning and some combination of Fatal Push and Magma Spray. Spray is very good in the metagame but Kalitas, Traitor of Ghet is a big part of our plan and push is much better against gb so I think 3 Fatal Push, 1 Magma Spray will be good for now.

You want more against Ramunap red and zombies but that’s what sideboards are for. I’ll give my current list before discussing further:

BR Midrange by Anders Gotfredsen

Creatures (11)
Glint-Sleeve Siphoner
Glorybringer
Goblin Dark-Dwellers
Kalitas, Traitor of Ghet

Spells (23)
Abrade
Chandra, Torch of Defiance
Doomfall
Fatal Push
Grasp of Darkness
Liliana, the Last Hope
Live Fast
Magma Spray
Ruinous Path
Lands (26)
Aether Hub
Canyon Slough
Evolving Wilds
Foreboding Ruins
Mountain
Smoldering Marsh
Swamp

Sideboard (15)
Chandra’s Defeat
Magma Spray
Never // Return
Ob Nixilis Reignited
Lost Legacy
Dispossess
Transgress the Mind
Dreamstealer
Sweltering Suns
Chandra, Flamecaller

Against the current “big 3”, the plan is pretty straightforward; keep the board clear for the first few turns, stick a planeswalker or Kalitas and snowball the advantage from them.

If you have Liliana for turn 3, let one or two of their one toughness creatures live. If you have Kalitas, try to conserve your removal until he hits the board. It’s not easy knowing when you should play him turn 4 and when you should wait until you can leave up a removal spell the same turn.

Some of the red decks play Collective Defiance but people almost always copy the winning list (especially when it’s someone as well known as PV) so I would default to running it out turn 4 for now. Zombies have both Grasp of Darkness and Dark Salvation so here I would lean towards having removal the same turn as I play Kalitas.

Of course some games you see their hand with turn 3 Doomfall and the choice will be easy.

Doomfall is an interesting card for standard. I didn’t even consider it for constructed when I first saw it but it has the same kind of flexibility that makes Supreme Will good; it has an “answer” mode and a mode for when you don’t need to deal with something they have played.

The big difference of course is that Doomfall is a sorcery, and sorcery hurts a modal card much more than a one dimensional card. Specifically, exiling Hazoret after it has attacked you once is unpleasant. Unfortunately, discard spells tend to be sorcery so we’ll have to make do. It is bad against Ramunap Red and servicable against Zombies and good against Constrictor but I think you need it main to not auto lose game 1 to decks like ramp and control.

Just having a few makes a big difference when you’re playing Goblin Dark-Dwellers, and as long as it’s not completely dead in any matchup, I think you can get away with it.

The thing I’m most uncertain of is the mix of 5-drops. Goblin Dark-Dwellers is both a good card and a personal favourite of mine, which I fear makes me a bit biased.

The problem is that a lot of the time your first opportunity to play is on an empty board and it happens that you don’t have Live Fast in the yard and either no Doomfall or the opponent has no cards in hand. Glorybringer is often fine to jam on an empty board, though it is true that removal can answer it cleanly compared to the goblins.

There are also situations where the opponent has 2 or more creatures and you can’t really afford to exert it to kill one of them leaving you tapped out and defenseless, where goblins can both kill a creature and stay back to block.

What Glorybringer excels at, which I initially underrated, is end games, and while the goblins are also hard to block, 4 flying haste power is a big deal. Hopefully further testing will give me a clearer indication of which way to lean (if any).

I think we should have the aggressive decks covered by now so let me finish with the two other decks I would expect to face: UR(x) control and RG Ramp. Both are going to be very tough game 1 (maybe you should even move the Doomfalls out of the main and just concede game 1 to be even more sure to crush aggro.

But you still have a shot against control since they have a lot of useless removal, so maybe they are fine). Against control, hope to draw as little removal as possible outside of the stuff that kills Torrential Gearhulk; it is possible to just run them out of wincons. You have value creatures, discard and planeswalkers so you can come out on top if you pace your spells properly. Try to hold on to your discard until you can play it and a threat the same turn to overwhelm their mana.

Post board we get even more discard and a new favorite of mine; Dreamstealer. This is a nightmare for them. They have to spend a removal spell on it the first time around and when it comes back they can’t even block it with gearhulk so it’s a guaranteed two for one and if they don’t kill either half, they pretty much just lose on the spot. I haven’t played against ramp yet but it looks rough.

You only have 3 Doomfall that really do anything game 1 and unless you can snipe their only Hour of Promise, it don’t know how you win game 1. You get to bring in more discard along with a Lost Legacy, but it’s probably not enough to make it a good matchup overall. Ramp might pick up in popularity now and I will consider adding another Lost Legacy to the board in that case.

I really like this deck as it has a lot of play to it and a lot of room for innovation to the list. I just saw someone has 5-0’d a league with 4 Gifted Aetherborn instead of the siphoners. If I keep facing all aggro decks, that is a change very much worth considering. Give it a try if you like grinding, and let me know any ideas you have for the deck.

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Anders Gotfredsen
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Anders Gotfredsen

Content Producer at Snapcardster
Anders is a GP grinder trying to get on the Pro Tour. He has been on the Danish WMC team twice; suspiciously two of the only times the team did poorly. Standard is his main focus since it's the most common competitive format but Modern, Legacy and Sealed have been part of the diet now and then.
Anders Gotfredsen
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