Just a quick deck today since most people should be familiar with Electro Ramp at this point but this was my favourite Jeff idea. Everybody got very excited about the fact that Jeff ignores Sandman but I didn't see many people talking about Sandman not being the only card that stops you from playing multiple cards in a turn. So let's go over the deck and why I picked this Ramp package.
Jeff - If I call the deck Jeff Ramp I have to start with the good boy. Jeff's primary purpose is to ignore lots of locations and surprise your opponent by adding 3 more power when they don't expect it. The inciting idea for this deck was wouldn't it be cool if I played a 5 drop on 4, 6 drop on 5 and surprised my opponent with Jeff and another 5 drop on 6. Now that won't happen every time but Jeff can still help us out.
Electro & Psylocke - I don't like Wave for the purpose of ramp, I just don't. I think she is an excellent disruptive card for Death Wave but otherwise she has no business being in a deck that isn't comboing multiple 6 drops. So that said these are my ramp cards of choice. Electro is obvious but I'd like to point out that we typically gain nothing from killing him off. In this deck every point of power matters, so if you can play grouped up to protect him with Prof or Armor, do it. Psylocke is a TURN 3 play, the only time you play her on 2 is if your playing Electro on 3 and you want a 1 power body. She does mean however that we benefit from leaning more heavily on 5 drops not 6s so what did I pick.
Hobgoblin - okay *spoilers* I picked the Daredevil 5 drops. Hobgoblin works well with lots of the cards in the deck. He dodges Destroyer, leaves space for Doom and is protected by Armor to name a few. My favourite thing about him though is how he snuffs Galactus.
Gamora - is our best Jeff combo. Traditionally winning against a deck like this means beating a Magneto or similar on the final turn, meaning slightly more can convince an opponent to stay, and with Gamora plus Jeff we can win. If you've locked a location with either Hob or Prof it is typically very easy to trigger Gamora on the final turn. She also isn't seeing a lot of play currently so our opponents shouldn't be expecting her.
Professor X - Okay so this is the break point for if you'll enjoy this deck or not. My recommendation for playing this card is snapping on turn 4 (or earlier if your confident this will be your turn 4) and playing this blind. I do it at almost every opportunity and I recognise it's quite a divisive play pattern. I enjoy it and find a decent amount of success with it but understand not everyone will and it can require some practice. My main tip is playing out all of your early cards to a single location to either bait your opponent into committing in the same location against you to then lock an empty location, or using those few early points of power to make sure you beat whatever they play on turn 4 knowing you can add Jeff later if need be. So give it ago but if you don't like it you may need a different deck.
Daredevil - As I eluded to the main thing our three 5 drops have in common is their excellent synergy with Daredevil. Whether it's filling a location with Hobgoblin, guaranteeing Gamora value or just giving you perfect information on a turn 5 snap from your opponent he is great in this deck.
Doctor Doom - *question from you the reader* "Didn't you just say you play Professor X at the earliest moment? Wouldn't that make Doctor Doom really bad?" Yes and Yes. Here's the thing, Doctor Doom is a really hard card to replace. Sometimes the locations favour him so well that you warp your game plan around him. Other times you don't draw Charles or Destroyer and the deck feels made for him. So yes a lot of the time he feels clunky and sad and should maybe be replaced for Hulk or Magneto but I think the deck will require more testing to know for sure.
Destroyer - has the biggest number and synergy with Hob and Prof, so the deck has been warped to fit him. In rare cases he can clear your board against the have some crap deck but mainly your playing around his on reveal to get a couple more stats. I've found that since he is difficult to include many opponents don't account for 15 power, sometimes they'll even play Cosmo for you which is obviously helpful.
Armor - The aforementioned warping. It's not all bad though, she has on rate stats and can protect Sunspot so it's not just because of Destroyer but that is the primary reason for her inclusion.
Sunspot - The old staple, still going strong even after it's nerf. Sunspot rarely gets that big but is good at threating power especially under Professor X.
America Chavez - Don't cut Chavez. I feel you wanting to cut her I really do. I can not stress how little our deck does if it doesn't draw either of our ramp cards by Turn 3. Chavez increase our odds from 77.3% to 81.8% which doesn't seem like a lot but I promise you it is. Some games 9 Power isn't even that bad.
So that's the deck. This ended up being a more interesting deck tech to write up than I thought it would be. Most decks I make start from an initial idea of 3-4 cards and then the rest of the deck naturally cascades down. This deck though was just so many different pieces working together in a way where if you remove one, 3 or more cards around it start to look more questionable. Looking over some of my suggestions and why they're not in main. I used to run the deck with Doc Oc but was sick of pulling Shang Chi. If the meta reacts to the Shuri nerf it may be correct to put him back in. The Leader change is interesting but I opted against him since I think the biggest card we play is probably bigger than our opponent. Magneto or Hulk might be correct over Doom like I said but at the moment I'm staying the course. Klaw probably requires a different version of the deck but I included it as a good example of what I was talking about earlier. Say you want to put Doc and Klaw in, you'd put them in over 2 of the other 5 drops. Then you should remove Daredevil since he's no longer doing enough along with the final original 5 drop since it's synergy is now lacking. Then you evaluate whether Destroyer works with the new 5 drops and if it doesn't, you probably should drop Armor and now you literally changed half the deck.
Anyway I hope you enjoy and let me know how you do. I'd especially be interested to know if you choose to switch out Doom and how that works out for you. Either way good luck snapping.