Posted on

A guide to Land Ramp

Ramp is something that appears in just about every Commander deck, and is something all decks want to do. This is because Commander is a game of resource management, accumulating more resources will put you in a stronger position. Ramping will allow you to play your spells ahead of curve, and play more spells per turn in the late game. There are many different types of ramp and this article will look specifically at Land Ramp. I will be defining Land Ramp as “an effect that puts one or more lands from your library onto the battlefield, increasing your overall number of lands”.

Ideally when you are ramping you want to ramp equal to half the amount of mana you spent. Taking Rampant Growth as a baseline, you get 1 land for 2 mana. This gives it an efficiency of 0.5 [Efficiency = net land change / total mana spent].

However, the efficiency of a piece of ramp is just a guideline and should be considered in combination with other factors such as synergy, or what lands you run.

For example, if you only run basic lands in a multi-coloured deck Nature’s Lore is not as useful as cultivate, or if you are running an Enchantress build you might run Omen of the Hunt over Kodama’s Reach. It is important to make your ramp work for you.

Jump to CMC: 0, 1, 2, 3, 4, 5, 6, 7, Honorable Mentions

0 CMC

NameImageAdvantagesDisadvantagesEfficiency
Blighted Woodland– Can function as a land until cracked
– Can be used to find any basic land types
– Only finds basic lands0.2
Krosan Verge– Can function as a land until cracked
– Can be used to find non basic lands with Forest and Plains land types (such as shock lands)
– Enters the battlefield tapped0.3
Myriad Landscape– Can function as a land until cracked
– Requires generic mana to activate
– Can be used to find any basic land types
– Enters the battlefield tapped
– Only finds basic lands
– Both lands must be the same type
0.3

1 CMC

NameImageAdvantagesDisadvantagesEfficiency
Animist’s Awakening– Can hit any land
– Spell mastery could allow land(s) to come in untapped
– Potential to get a large number of lands
– High variation in results N/A
Diligent Farmhand– Only costs 1 mana initially allowing you to ramp on turn 2
– Can be activated at instant speed, so you can block with and activate it before damage is dealt
– Can find any kind of basic land
– Synergy for Aristocrat themed decks
– Only finds basic lands0.3
Font of Fertility– Only costs 1 mana initially allowing you to ramp on turn 2
– Can find any kind of basic land
– Can be activated at instant speed
– Synergy for Enchantment themed decks
– Only finds basic lands 0.3
Oashra Cultivator– Synergy for Aristocrat themed decks– Only finds basic lands
– Cannot be activated the turn you play it
0.25
Veteran Explorer– Can find any type of basic land
– Land(s) enter untapped
– Only finds basic lands
– Only triggers on death
– Also ramps your opponents
2
Embodiment of Spring– Synergy for Aristocrat themed decks
– Synergy for Elemental tribal Decks
– Only finds basic lands
– Cannot be activated the turn you play it
0.3
Explorer’s Scope– Only requires generic mana to cast and equip
– Can get any land
– Reusable
– It only looks at the top card of your library
– Lacks consistency
– Requires a creature to attack
N/A
Wayfarer’s Bauble– Only costs 1 mana initially allowing you to ramp on turn 2
– Only requires generic mana to cast and activate
– Can find any type of basic land
– Only finds basic lands0.3

2 CMC

NameImageAdvantagesDisadvantagesEfficiency
Knight of the White Orchid– Its ramp in White
– Can find a non basic land
– Passes the Value test
– The creature’s body is impressive 2/2 with first strike
– Can be used to find non basic lands with the Plains land types (such as shock lands)
– Requires an opponent to control more lands than you do
– Lacks consistency
0 // 0.5
Dreamscape Artist– Can find any kind of basic land
– Land(s) enter untapped
– Only finds basic lands
– You have to discard a card as part of the cost
– Cannot be activated the turn you play it
1st Land: 0.2
2nd Land: 0.25
Dawntreader Elk– Can be activated at instant speed, so you can block with and activate it before damage is dealt
– Can find any kind of basic land
– Synergy for Aristocrat themed decks
– Only finds basic lands
0.3
Edge of Autumn – Can find any kind of basic land
– Cycling provides additional utility in the mid-late game
– Can only be cast if you have 4 or fewer lands
– Only finds basic lands
0.5
Emergent Sequence– Can find any kind of basic land
– Synergy with +1/+1 counters decks
– Land becomes a creature
– Only finds basic lands
– Land becomes a creature
0.5
Farseek– Can be used to find non basic lands with the Plains, Island, Swap or Mountain land types (such as shock lands)– Cannot find Forests0.5
Into the North– Can be used to find any snow land
– Synergy for Snow themed decks
– Lack of good Snow lands
– Can only be used for Snow lands
0.5
Khalni Heart Expedition – Finds 2 lands for 2 mana
– Can be used to find any kind of basic land
– Synergy for Enchantment themed decks
– Only finds basic lands
– Slow to activate, as it requires 3 landfall triggers before
1
Nature’s Lore– Can be used to find non basic lands with the Forest type (such as shock lands)
– Land(s) enter untapped
– Can only find Forests0.5
Rampant Growth– Can find any kind of basic land– Only finds basic lands 0.5
Sakura-Tribe Elder– Can be activated at instant speed, so you can block with and activate it before damage is dealt
– Can find any kind of basic land
– Synergy with Aristocrat themed style decks
– Only finds basic lands0.5
Three Visits – Can be used to find non basic lands with the Forest type (such as shock lands)
– Land(s) enter untapped
– Can only find Forests0.5
Viridian Emissary– Can find any kind of basic land
– Can be used as a blocker
– Synergy for Elf tribal Decks
– Only triggers on death
– Only finds basic lands
0.5
Surveyor’s Scope– Potential for high efficiency
– It is still has good efficiency if only one opponent has 2 more lands than you
– Only requires generic mana to cast
– Land(s) enter untapped
– Can be activated at instant speed
– High variation in results
– Requires you to be 2 lands behind each opponent
– Only finds basic lands
– Exiles itself on resolution
1st Land: 0.5
2nd Land: 1
3rd Land: 1.5
Sword of the Animist– Only requires generic mana to cast and equip
– Can find any type of basic land
– Provides a stat line boost
– Repeatable
– Requires you to attack with equipped creature
– Only finds basic lands
1st Land: 0.25
2nd Land: 0.5 (if equipped to the same creature)

3 CMC

NameImageAdvantagesDisadvantagesEfficiency
Beanstalk Giant (Fertile Footsteps)– Can find any type of basic land
– Whilst it is on an adventure it is difficult to interact with
– Can be cast as a creature later in the game
– Land(s) enter untapped
– Only finds basic lands
0.3
Beneath the Sands– Can find any type of basic land
– Cycling gives it additional functionality in the late game
– Only finds basic lands
0.3
Cultivate– Can find any type of basic land
– Ensures your next land drop
– Only finds basic lands0.3
Deep Reconnaissance – Can find any type of basic land
– Flashback allows it to be cast twice
– Synergy for Graveyard themed decks
– Only finds basic lands0.3
Flashback: 0.2
Total: 0.25
Far Wanderings– If Threshold is reached it provides 3 basic lands
– Synergy for Graveyard themed decks
– Only finds basic lands
0.3
Threshold: 1
Farhaven Elf– Leaves behind a body
– Additional synergy for ETB decks
– Synergy for Elf tribal Decks
– Only finds basic lands
0.3
Fertilid– Can find any basic land type
– Useful politics tool as you can ramp other players
– Additional synergy with +1/+1 counters decks
– Only finds basic lands1st Land: 0.2
2nd Land: 0.28
3rd Land: 0.3
Field Trip– Learn (rummage only in Commander) gives it additional functionality – Only finds basic Forests 0.3
Grow from the Ashes– Can be used to find any type of basic lands
– Its kicker costs means it has additional functionality late game
– Land(s) enter untapped
– Only finds basic lands0.3
Kicker: 0.4
Growth Spasm– Can be used to find any type of basic
– Also creates an Eldrazi Spawn which can be sacrificed for mana
– Synergy for Aristocrat themed decks
– Only finds basic lands0.3
Harrow– Instant Speed
– Land(s) enter untapped
– Only finds basic lands0.3
Harvest Season– Potential to get a large number of lands – Only finds basic lands
– High variation in results
0.3 per Land
Kodama’s Reach– Can find any type of basic land
– Ensures your next land drop
– Only finds basic lands0.3
Map the Wastes– Can be used to find any type of basic lands
– Additional Synergy for +1/+1 counters themed decks
– Only finds basic lands0.3
Natural connection– Instant Speed
– Can find any type of basic land
– Only finds basic lands0.3
Omen of the Hunt– Instant Speed
– Can be used to find any type of basic land
– Has additional functionality later in the game providing scry
– Synergy for Enchantment themed decks
– Only finds basic lands0.3
Primal Growth– Can be used to find any type of basic land
– Can provide additional ramp if a creature is sacrificed
– Synergy for Aristocrat themed decks
– Land(s) enter untapped
– Only finds basic lands0.3
Kicker: 0.6
Recross the Paths– Land(s) enter untapped
– Potential to recast it if you win the Clash
– Can hit any land
– High variation in results0.3
Roiling Regrowth – Instant Speed– Only finds basic lands
0.3
Search for Tomorrow – Land(s) enter untapped
– Can be used to find any type of basic
– Can be cast for its Suspend cost
– Only finds basic lands0.3
Suspend: 1
Spoils of Victory– Can find any land with the colored land types
– Land(s) enter untapped
0.3
Springbloom Druid– Can be used to find any type of basic lands
– Leaves behind a body
– Synergy for Elf tribal Decks
– Synergy for ETB decks
– Synergy for Aristocrat themed decks
– Only finds basic lands
0.3
Untamed WildsUntamed Wilds -4th Edition – Land(s) enter untapped
– Can be used to find any type of basic
– Only finds basic lands0.3
Wood Elves– Can be used to find non-basic Forests
– Leaves behind a body
– Synergy for ETB decks
– Synergy for Elf tribal Decks
– Land(s) enter untapped
– Can only be used for Forests
0.3
Yavimaya Dryad– Leaves behind a body
– Forestwalk
– Can be used to find non-basic Forests
– Synergy for ETB decks
– Can only be used for Forests0.3
Raider’s Karve– Only requires generic mana to cast
– Can get any land
– Reusable
– It only looks at the top card of your library
– Lacks consistency
– Requires additional Crew cost to activate
– Has to attack to trigger
N/A

4 CMC

At this point in your curve the ramp cards should be used for synergy (for example Landfall decks), or for specific land tutors (for example, using Reap and Sow to find a Gaea’s Cradle, or Rouges Passage) as opposed to early game ramp.

NameImageAdvantagesDisadvantagesEfficiency
Keeper of the Accord– Repeatable – Reliant on your opponents
– High variation in results
– Only finds basic Plains
0.25 per Land
Circuitous Route– Can be used to find any gates
– Can find any type of basic land
– Only non-basics it finds are gates 0.5
Explosive Vegetation – Can find any type of basic land– Only finds basic lands0.5
Migration Path – Cycling gives it additional functionality later in the game
– Can find any type of basic land
– Only finds basic lands0.5
Migratory Greathorn– Leaves behind a body
– Synergy for Mutate decks
– Can find any type of basic land
– Only finds basic lands
– Mutate options are limited
0.3
Ondu Giant– Can find any type of basic land
– Leaves behind a body
– Synergy for ETB decks
– Only finds basic lands0.25
Peregrination– Can find any type of basic land
– Ensures your next land drop
– Scry provides additional value
– Only finds basic lands0.25
Reap and Sow– Can find any land
– Land(s) enter untapped
– Modal card with entwine option
0.25
Skyshroud Claim– Can find non-basic Forests
– Land(s) enter untapped
– Only finds Forests 0.5
Tempt with Discovery– Can find any land
– Land(s) enter untapped
– Dependent on your opponents
– High variation in results
0.25 per Land
Vastwood Surge– Kicker allows it to have additional functionality later in the game
– Synergy for +1/+1 counters themed decks
– Only finds basic lands0.5
Kicked: 0.25
Wild Wanderer– Leaves behind a body
– Synergy for ETB decks
– Synergy for Elf tribal Decks
– Only finds basic lands0.25
Exploding Borders– Domain provides additional functionality – Only finds basic lands0.25
Quandrix Cultivator– Leaves behind a body
– Synergy for ETB decks
– Land(s) enter untapped
– Only finds basic Forests and Islands0.25
Solemn Simulacrum– Only requires generic mana to cast
– Finds any type of basic land
– Draws a card when it dies
– Synergy for ETB decks
– Synergy for Aristocrat themed decks
– Only finds basic lands
– Fails the Value test
0.25

5 CMC

NameImageAdvantagesDisadvantagesEfficiency
Hour of Promise– Finds any land
– Potential to create a 2/2 Black Zombie token
0.4
Silverglade Elemental– Leaves behind a body
– Can be used to find non-basic Forests
– Synergy for ETB decks
– Synergy for Elemental tribal Decks
– Land(s) enter untapped
– Can only be used for Forests0.2
Traverse the Outlands– Can find any type of basic land
– Potential to get a large number of lands
– Only finds basic lands
– High variation in results
0.2 per Land

6 CMC

NameImageAdvantagesDisadvantagesEfficiency
Verdant Mastery– Can find any type of basic land
– Ensures your next land drop
– You can ramp an opponent
– Only finds basic lands0
0.5

7 CMC

NameImageAdvantagesDisadvantagesEfficiency
Boundless Realms– Can find any type of basic land
– Potential to get a large number of lands
– Only finds basic lands
– High variation in results
0.14 per Land

Honorable mentions

NameImageAdvantagesDisadvantagesEfficiency
Crop Rotation – Can find any land
– Instant
– Land(s) enter untapped
– Does not increase your number of lands 0
Courser of Kruphix– Synergy for Life Gain decks – You play with the top card of your library revealed
– Does not allow you to play additional lands
N/A
Oracle of Mul Daya– Allows you to play an additional land each turn
– Synergy for Elf tribal Decks
– You play with the top card of your library revealedN/A
Splendid Reclamation – Potential to get a large number of lands
– Gets all lands
– Synergy for Graveyard Decks
– Requires set up
– Situational
– Lacks consistency
N/A

Posted on

Card of the Week – Druids’ Repository

This weeks card of the week is Druid’s Repository an Enchantment that allows you to generate mana at instant speed.

Turning attacks into Mana

Druids’ Repository is an Enchantment for 1GG, whenever you attack with a creature you put a charge counter on the Enchantment. This effect triggers once for each creature you control attacks, so it is best used in go wide decks that look to overwhelm your opponents with numbers. The second ability allows you to remove a counter and add one mana of any colour to your pool, this can be done multiple times and at instant speed.

The main advantage of Druid’s Repository is that it can create mana of any colour allowing you to both ramp and fix your colours. It also offers a large degree of flexibility as you can either store up the counters on Druids’ Repository to have an explosive turn or play a large spell or you can gradually use them to play spells ahead of curve. It also combines well the keyword proliferate allowing you an alternative method of increasing the counters and of course Doubling Season.

I think that it would work really well with the following commanders; Najeela, the Blade-Blosson, Rith, the Awakener, Hapatra, Vizier of Poisions and Atraxa, Praetors’ Voice

Addendum, my fellow librarian Liam recommends Druids’ Repository for Phylath, World Sculptor.

Posted on

Card of the Week – Scout’s Warning

After having the Keeper of the Tomes play this against me multiple times to great effect, this week’s card of the week is Scout’s Warning.

A one mana cantrip with upside

Scout’s Warning is an Instant for one white mana that allows you to play a creature spell as though it has flash and draws you a card. Card draw is something that White struggles with in Commander and using cantrips can be a great way to make your deck more consistent.

Playing creatures at instant speed allows you a much greater degree of flexibility when choosing what to cast. You can cast a chump blocker to protect your life, your opponent might have attacked with a combo piece because you have no blockers, or cast your creature on the End Step before your turn giving your opponents less time to deal with them.

Because of the way that Scout’s Warning is worded you can draw the card before you cast the creature allowing you to dig for an answer.

Posted on

Card of the Week – Dragon Mask

This weeks card of the week Dragon Mask forms a combo with Sneak Attack, Purphoros, Bronze-Blooded or similar effects.

Dragon Masks activated ability currently reads “Target creature you control gets +2/+2 until end of turn. Return it to its owner’s hand at the beginning of the next end step. (Return it only if it’s on the battlefield.)“.

Sneak Attack allows you to cheat a creature from your hand into play with haste for a single red mana, the downside to this is that the creature is sacrificed at the end of turn. Dragon Mask not only provides a +2/+2 buff to the creature but also returns it to hand at the beginning of the next End Step. Allowing you to play Drakuseth, Ilharg, or Dragon mage repeatedly.

As both Dragon Mask and Sneak Attack’s triggers will happen at the begging of the next end step you can stack the triggers to return the creature to hand as opposed to sacrificing it.

It also combos well with decks that steal your opponents creatures, cast Act of Treason on your opponents commander or threat, pump it up swing it back at them and then return it to their hand at the end of turn.

Posted on

PregameActions – A cEDH YouTube Channel

“Where Adventure Begins…”

The Candlekeep tagline seemed like nothing more than a clever idea at it’s conception, and yet over the past two years that the shop has now been open, I have come to realise that for many members of our community, that motto rings true.

One such member, Owen, began his adventure into Magic the Gathering at Candlekeep, Over the past 18 or so months he has gone from a draft newbie, to one of the people I turn to when I am looking for advice on my own Commander decks. His knowledge of the current competitive meta, coupled with an exceptional poker face make him both a formidable opponent at the table, and a great friend when he’s away from it, and that’s why it gives me great pleasure to present to you his latest adventure; PregameActions.

PregameActions is dedicated to powerful, competitive and proxy-friendly Commander, that shows off the insane interactions between good cards and great friends. I got to be a part of the first episode with my Ukkima/Cazur Food Chain deck, and you can check out the first chapter of this new adventure above. Don’t forget to click subscribe if you enjoy it!

And on that note, if we’re all good… Any pregame actions?

Posted on

Card of the Week – Glare of Subdual

The card of the week is Glare of Subdual, a repeatable way to tap down your opponents creatures and artifacts.

A repeatable tap down effect

For 2 generic a Green and a White you get an enchantment that allows you to tap one of your own creatures and tap down an artifact or creature. This means that you can stop your opponent from attacking you by tapping down your creature that you would have had to chump block with and this provides creatures with static abilities additional functionality.

You can also use this card to determine at what speed your opponents play at because you can activate this ability at instant speed. During your opponents upkeep you can tap down their mana rocks or mana dorks , forcing them to use the mana in their upkeep or loose it.

Combined with a Seedborn Muse or a similar effect this will allow you to control the board, and as Glare of Subdual is tapping the creatures it can be used on creatures with summoning sickness.

Posted on

Card of the Week – Broken Fall

This weeks card is Broken Fall, a 2 generic and one green enchantment first released in Tempest.

Reusable Regeneration and a political tool

Many commander decks are built around the commander and require them to be on the field to function effectively, Broken Fall is an enchantment that allows you to return it to your hand and regenerate target creature. This means that it can also be used to protect your commander or another important creature on your board and then be replayed on your next turn.

Broken Fall has inbuilt protection from being destroyed, in response to it being targeted you can return it to your hand and regenerate target creature.

One of Broken Fall’s biggest advantages is that you do not need to name a creature as this enters the battlefield and it can be used on any target creature. This means that it can be used to regenerate your opponents creatures allowing it to be used as a political tool or keeping creatures on the battlefield that are troublesome for some opponents but not you.

Posted on

Card of the Week – Gaea’s Touch

Let’s set the scene you are playing a landfall or a lands matter deck and you need to get more lands into play.

Lands, Lands and more Lands

Whether it is the Phylath, the Gitrog Monster, Aesi, Omnath, Omnath, Omnath or even Omnath Landfall and land matters decks want to get as many lands in to play as quickly as possible. Gaea’s touch allows you to play an additional forest on each one of your turns this meaning it can provide ramp as well as additional landfall triggers.

The land having to be a basic forest means that you will have to consider which lands you play as your land for turn and which land you use for the Gaea’s Touch trigger and the composition of your mana base to make sure you can reliably use this ability.

Gaea’s touch also has a second ability where it can sacrifice itself and add 2 green mana to your pool. This means it has functionality in both the early game and late game where it can add additional mana to help cast a ending spell.

Posted on

Card of the Week – Mandate of Peace

This weeks card of the week comes from our Keeper of the tomes.

Let’s set the scene you opponent is attacking you with a Blightsteel Colossus, an unblockable creature and you know a ninjutsu trigger is imminent, perhaps they have played a load of pump spells or they have just turned their board side-wards.

Sometimes a fog isn’t enough

Ending the combat phase will exile all spells and abilities on the stack, this includes spells that can’t be countered. This coupled with the low cost of Mandate of Peace means you can two-for-one or three-for-one your opponent. Mandate of Peace is a card that you can run with minimal downside as at worst it is a fog, that can be used to save yourself or as a political tool to save others.

However, the most important line on Mandate of Peace is “Your opponents can’t cast spells this turn”. They will still be able to cast spells in Main Phase 1 but is a common pattern of play for players who plan on attacking to play a land and go to combat, this allows them to use their Main Phase 2 to continue with their game plan or react to what happened in combat.