The Best Ramp Cards In Every Color | Commander Clash Podcast #57
Ойындар
What's the best ramp options in every color? And does Blue suck at it? The crew discusses all this in today's podcast!
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0:00 Introduction
3:23 White
17:54 Blue
47:38 Black
1:00:40 Red
1:16:10 Green
Пікірлер: 450
You guys are sleeping on wild growth and utopia sprawl. Basically mana dorks that don’t die to wipes and can have “haste” if you play them on an untapped land.
@monocommander1292
Жыл бұрын
And are one drops which they are talking a lot !
@jkjackson91
5 ай бұрын
Agreed, two of my favorite ramp spells!
Also, am I crazy or was Treasonous Ogre not brought up in the Red ramp discussion? Probably my favorite ramp card in red.
@CompetitiveEDH
Жыл бұрын
Was going to comment something about it also
@shadedcorner
Жыл бұрын
I've spent 21 life turn 4 with this card so many times
@SickOfItAll1988
Жыл бұрын
I'm a big fan of Manaechos
@Jimmythehead
Жыл бұрын
Literally just played a game an hour ago where 15 life turn 4 got me a hasty Etali flipping into 8 mana Ugin.
@shonmatthew
Жыл бұрын
Inside every red commander player there's 13 "free" red mana screaming to get out 🤣
At 15:02 it was like your mic cords were hoses with kinks in them, then they released at the same time and let out all your awesome commander opinions in a violent blast 💥
I was surprised at the lack of Green 1 drops mentioned, other than mana dorks. Burgeoning, Exploration, Carpet of Flowers, Utopia Sprawl, and Wild Growth are all worth considering for this list.
@kedge
Жыл бұрын
Agree on utopia sprawl and wild growth. They are good. Exploration and oracle are pretty similar. I just think oracle can help you fetch the land when needed from the top of the deck and its permanent, so it can replace itself matching the draw effect and can go on if it doesn't get dealt with. Burgeoning has limitation as you not always will have a land, so at one point it will stop paying for itself, but you invested the mana on it while oracle will give you the option to keep adding afterwards. Carpet depends on opponents, if you play with a specific group and you know there's high percentage of blue players, yes it's great. But at a random group or a group that decides no blue color [people dislike counters lol] then it won't do anything.
@kedge
Жыл бұрын
Also depends on the deck, if it's a landfall deck. Then burgeoning and exploration are really good to keep triggering effects.
„Yo whats up Tomer, ha huaa…its going its going“ Crim stuttering in anticipation of all the cheaty green ramp cards being thrown at him for 1,5 hours
Search for Azcanta seems so easy to flip that I consider it a ramp spell too
I feel like your missing out on green enchantment ramp like wild growth and utopia sprawl at least in the one mana category
@DarthChocolate15
Жыл бұрын
Yeah, these are definitely top 5 material. 1) Cradle 2) Lore/Visits 3) Dorks 4) Enchantments 5) Farseek > Steve > Rampant Growth
@Jerhevon
Жыл бұрын
Green just has so many viable ramp options. So very dependant on your deck's overall goals. On MTGO I tried to assemble an aura-only deck under Estrid. And ramp was one of the few areas I didn't have to worry about. In paper, I wanted a chance for turn 3 Windgrace, so went with a lot of 1-drops and a couple 2-drops, like Devoted druid, that just burst mana. And after Windgrace is out, can run interference to defend him. And then if you want to focus on the odd-spells or the evens. IE do you want 1-drops to hit T2 3-drops? Or do you want T2 2-drops to hit T3 4-drops?
I’d like to speak for Richard here and say knight of the white Orchid is far and away the best body and better over archaeomancer’s map since it synergizes with all of white’s 2 power or less cards
@andrewsparkes6275
Жыл бұрын
I can hear Richard now: "White - Dowsing Dagger. Blue - Dowsing Dagger. Black - Dowsing Dagger. Red - Dowsing Dagger. Green - Dowsing Dagger."
@kylarcheng1346
Жыл бұрын
@@andrewsparkes6275 “Colorless - Dowsing Dagger.”
I like using settle the wreckage on a small horde (3+ tokens) to ramp in white in token decks it can work a treat - plus defensive flexibility.
@jongailey85
Жыл бұрын
Settle the Wreckage is absurd in a token deck. It can become a 4-mana search for 5-6 lands easily.
@bye1551
Жыл бұрын
It's a terrible boardwipe, amazing ramp spell. I always use it like a Skyshroud's claim
@SickOfItAll1988
Жыл бұрын
@@bye1551 yeah, I would always run winds of abandon of it. It exiles all things and in higher power metas with greedy mana bases they often don't get many basics
@fosterdawson7339
Жыл бұрын
@@SickOfItAll1988 why not both. Winds for your opponents creatures and settle for yours 😎
So dreamscape artist isn’t a harrow, but it turns every card in your hand into a possible harrow, which is huge for decks that can use harrow well. Remember the land come into play untapped, so while it costs 3 to activate, you only end up using one mana. It’s amazing in decks that can utilize the graveyard, can replay lands from graveyard, can untap the artist, or have lots of landfall abilities. If you have a few landfall creatures on the battlefield, there are few cards you’d rather be active on your board than a dreamscape…
@KC_Enthusiast
Жыл бұрын
Tomer is such a blind hater for Dreamscape. "What if it gets removed" if someone is removing my Dreamscape Artist, I'm already winning.
@andrewsparkes6275
Жыл бұрын
I've tried it in landfall/untap decks and it's meh. Like it's not bad at all, but it's not especially good either, and it's usually the worst card in my hand most of the time, in an otherwise well-built deck. I'm sure it feels better in low-powered totally jank decks where you don't have better cards, though (and that's not a dig at people who do have those decks; it takes all types of decks and players to make Magic what it is!).
@shogun452
Жыл бұрын
@@andrewsparkes6275 well the fact that it turns any land in hand into two triggers in landfall means it can’t always be the worst card in hand. Generally I’ve found people underestimate the card because they are too afraid to pitch those “better” cards. If you have two five drops and six mana, you might as well pitch one, ramp, still cast the remaining five drop and be able to cast your 7 or 8 drop next turn. Also works well with lands that sac for value, like Flagstones and is still one of the only ways for blue to continually ramp. Not saying it’s the best card in the world, but saying it only belongs in “jank decks where your cards suck” is a bit dismissive.
@andrewsparkes6275
Жыл бұрын
@@shogun452 It does, when Harrow is not as good as the other ramp cards I have in my hand or another landfall permanent I could be playing. It's then turning those better cards into a worse card. I totally appreciate it can turn bad cards into not-as-bad Harrows, but when your hand already has cards better than Harrow in it, they don't need to be turned into Harrows and doing so usually feels bad. And again, I'm not dismissive of jank at all - I myself have jank decks full of not-always-optimal cards myself and think they're as important to Magic existing as good decks, but my landfall deck isn't one of them, that's all (and it's Simic so this was even being considered and tested at one point, before it fell by the wayside as the other ramp/landfall-enabling cards just way outclassed it).
@dariocampanella7992
Жыл бұрын
You just love him for the sick artwork...
Knight of the white orchid and loyal warhound are only turn two ramp if another player landramped before because you need your land drop before playing it and then have equal lands to players before you if they did not ramp. So most times it’s Turn three ramp where you can make the landdrop afterwards.
@bugwrld8891
Жыл бұрын
I do not understand how these guys missed that and it makes it significantly worse.. it's not even a new card
@burnsboy101
7 ай бұрын
When you forget turn order exists
No one mentioned Retraced Image in Blue, It's one mana Explore in mono blue(sans Draw)
@gibbsphenomenon
Жыл бұрын
love this in my Lier deck
@nniaho
Жыл бұрын
I was thinking of this same card but didn't know the name, so thanks. Also, Annex should definitely have been on the list. Doubling as top 5 blue land destruction spells
@217SaintJimmy
Жыл бұрын
Retraced Image is the BEST mono blue ramp when it comes to technically ramping.
I'm surprised none of them mentioned the medallion cycle. Especially in mono coloured decks other then green they are all really good for letting you hit 2 spells a turn earlier then you could playing some other generic 2 drop mana rock.
@wesleywyndam-pryce5305
Жыл бұрын
mana reduction is almost always straight up better than normal ramp because of this imo. like playing from the top of the library instead of drawing. so much better.
@raedien
Жыл бұрын
They pretty consistently miss huge cards applicable to the topic they chose. At this point it's a meme. Imagine missing Ad Nauseum when discussing the best cards at 5 mana. I'm glad you made this comment though so I didn't have to. The entire time they were discussing the White cards I was waiting for someone to mention Medallion. Ditto for Blue.
@Haunt876
6 ай бұрын
They mentioned they wouldn't discuss colorless cards like the signets. I assume that's why the medallions weren't mentioned.
Kor Cartographer is criminally underrated.
Blue has Kelpie Guide and Fate Stitcher. Easy to get big mana with artifacts and creatures that untap PERMANENTS
@cornercrouchmode17
Жыл бұрын
Theres also vizier of tumbling sands and nimbleclaw adept. Building around them has them untapping your soul rings/shrine to nixes/etc. for tons of mana, and untapping pingers or currency converters to gain other advantages besides just mana. But because the floor is just untapping a land for 1 mana, its reasonable to just stick them into a deck without as much synergy, especially in mono blue.
Dowsing Dagger is good, but y'all sleeping on the other ixalan transform lands. Search for Azcanta for 2 mana is delayed by Threshold, but ramps a land, and offers card advantage and selection. Similarly, Growing Rites is 3 for a Cradle, and Adanto is ONE MANA and throwing two other weenies to ramp.
I don't like classifying cards like mana drain and hightide as ramp. I think calling them rituals instead of ramp is an important distinction. Ramp to me generates more mana for the rest of the game (unless someone interacts with them) which mana drain/hightide doesn't do. I like calling them rituals and not ramp.
While Blue ramp is bad, and its ability to cheaply cast artifacts, instants, and sorceries was acknowledged, a number of angles were ignored. These aren't generically good, but I feel they're better than many of the cards mentioned. - Annex is a better Mwonvuli Acid Moss. And while Acid Moss isn't high on many peoples' lists in multiplayer, it's still really good by Blue standards. I run it in Kestia. - Vedalken Plotter can be decent ramp assuming any of your opponents have lands that tap for 2. Works well with flicker effects, and has one of the best flavor texts. I run it in Zedruu. - Finally, Spell Swindle is a bad Mana Drain, but it's still mana drain. I run it in Padeem.
In regards to blue, do people just not play untap anilities? Like there are a couple creatures that can tap to untap permanents/artifacts when combined with bouncelands or cards like worn powerstone and sol ring it becomes quite good
With Knight and Warhound, one is also double white, which matters during the early game when ramp is most important. Midnight clock is such an amazing card to me. Burn through your hand with no worries, so good. I consider Bolas's Citadel decent ramp. 6 mana is a bit late, but ripping lands off the top is solid in a color that can't do that any other way. Braid of Fire is amazing and I'm surprised it isn't super expensive. No wood elves? How the mighty have fallen. Oracle is bad because everyone knows what your drawing while its on the board. Not good when you give three people info on your hand. Wild Growth is also sneakily good as a one mana ramp spell. No one spends removal on a wild growth.
Y'all didn't go deep enough for black ramp imo! These are often situational, but the effects they have are absurd in many cases. Egregiously left out: * Bubbling Muck - it's not Dark Ritual on turn one, but it's better than it on subsequent turns and also great for combo time Sacrifice based black ramp creatures: * Soldevi Adnate - Sacrifice a black or artifact creature for black mana equal to it's mana cost - great with Solemn Simulacrum, sacrifice your Gonti to reanimate it and get more cards - combos infinitely with something mv>=4 and Nim Deathmantle * Priest of Yawgmoth - same as above but only sacs an artifact * Sacrifice - the one-shot instant version of the above effects * Priest of Gix - an honorable mention, but another good card to sacrifice with the above (and also combos nicely with Nim Deathmantle/blink strategies) Not slept on, but unmentioned: * Grim Hireling - assuming you're playing magic as Richard Garfield intended and attacking with creatures - it's also sorcery speed removal if you're desperate * Phyrexian Tower - incremental sac for 2 black unless you're untapping lands (check out Deserted Temple) Good for combo turns: * Skirge Familiar - discard a card: add a black mana, what's not to love? * Songs of the Damned - add mana for all those creatures you discarded * Organ Harvest - kill those creatures you didn't discard for 2 black mana each! * Culling the Weak - kill one creature for 4 mana * Rain of Filth - now sacrifice your swamps for that mana, too! * Cabal Ritual - it's no dark ritual, but might do in a pinch * Spoils of Evil - gain mana equal to artifacts + creature in target opponents graveyard for 1 colorless and 1 life each - situational, but if someone has >3 things in there (which is likely), it's mana positive If you're a baller, or you proxy like you should: * Lake of the Dead - sort of like a phyrexian Tower but for your swamps
Man the red section makes me sad Ragavan, Magda and professional face breaker need to be somewhere on those lists. They are far too efficient and great choices in monored
@ferdithetank7535
Жыл бұрын
Magda requires tribal synergies to be worth considering, Ragavan is outrageously expensive, Face-Breaker is slept on though
@logansanchez7998
Жыл бұрын
@@ferdithetank7535 Magda is worse than any artifact rock but from experience does a very good job at being mono red's 5th 2 mana rock. Just proxy the monkey
@michaelcollins4534
Жыл бұрын
As someone who speculated on 100 copies of face breaker they should've talked up the card lol
Even though this episode is super old, it's a fun thought experiment. So here's my list! White: white's shtick is generally catch-up ramp, with one clear exception. The top 2 are pretty close to each other but a clear cut above the remaining 3. I excluded land tax because it doesn't accelerate you, but guaranteed land drops is kind of like ramp, so honorable mention. 1. Smothering Tithe - narrowly gets my top pick. Treasures give you colored mana, it combos with draw sevens (or any group-draw really), and enchantments can be tough to remove. 2. Deep gnome Terramancer - this card is great. The floor is one extra land, the ceiling is whatever you can dream. Combos with field of ruin, veteran explorer, etc. Isn't restricted to basics. Scales with pod power level. Can and should be a target for removal ... if I have 2 orcish bowmaster pings, they're probably going here. 3. Knight of the White Orchid - also a tight one with the 4th pick, but the 2 mana cost, finding an untapped land, and not being restricted to basics are all meaningful upsides. 4. Claim Jumper - the potential upside of finding 2 lands on a decent body is great, even if you're only finding basics. 5. Armageddon - look, if you want to catch up on lands, you can either find more of your own or take them away from your opponents. Yes, this is a bit tongue-in-cheek. Blue: I don't know why they put cards like dreamscape artist on this list. That card is terrible. Blue is not trying to put extra lands into play, it's abusing artifacts. This informs my list. Once again, top 2 are close to each other but far ahead of the others. 1. Urza, Lord High Artificer - simply one of the most busted cards ever printed in commander, kill-on-sight when it's in the command zone, and probably also when it's in the 99. This card gives every artifact you own the additional ability of a mox sapphire. It has degenerate synergies with cards like winter orb and static orb. 2. Mana Drain - The floor of this card is counterspell, but the upside is as big as your opponents can dream. Sometimes using the mana can be awkward, but artifacts are a great outlet for colorless mana. Or ideally, cast Urza with it. 3. Trinket Mage - finds the two most busted ramp cards in the format, sol ring and mana crypt. And even if you don't need mana, there are plenty of other busted 1 drop artifacts to find instead. 4. Basalt Monolith - yes, this is a colorless card, but frankly the card tells you exactly what you want to do in blue ... untap target artifact. This card makes infinite mana with voltaic construct, power artifact, and forensic gadgeteer. No other 3 drop artifact produces 3 mana. Blue is loaded with untap effects for artifacts. Blue tutors artifacts. This card is blue. 5. Back to Basics - to me, blue and black are the two colors that really can take advantage of having basic lands. The point of ramp is to produce more mana than your opponents, and that's what this does ... in a way. Black: black has the most clear ranking for the top 4, but there are a lot of fine choices for 5th place. Main drawback is that it doesn't do big bursts with any low mana value cards, main strength is that it scales and gives repeated value. It should be clear I'm skewing mono black for these ratings. 1. Cabal Coffers - the reason why black should be playing basics, and obviously wants Urborg. Frequently one of the two is an early tutor target. Scales so efficiently with the game, but feels most powerful after turn 5. honestly can be even more powerful in green decks to take advantage of the land ramp. 2. Crypt Ghast - it's sort of like coffers ... while it doesn't need you to have 3 swamps to get value, it costs 4 mana to get in play. 3. Dark Ritual - while black mostly doesn't have burst, this is the one exception. It's a 1 mana black lotus, and black lotus is powerful if you use it early. Turn 1 or 2 dark rituals can decide the game. 4. K'rrik, Son of Yawgmoth - emblematic of black's other unique strength, trading life for value. Going too hard with this card will kill you if you're not careful. 5. This pick is archetype dependent. Pitiless plunderer is a great aristocrats piece. Black market and revel in riches reward you for killing stuff and can burst if your opponents don't kill them. Grim hireling can make a lot of treasures in an aggressive shell. Take your pick. Red: the color of burst mana and, in the past few years, treasures. Top 1 and top 2 are each in their own tiers, then 3-5 are reasonably close. 1. Dockside Extortionist - the biggest mistake printed in the past few years, this card is insane. The fact that it's a creature sets it up for bounce and reanimate loops, it creates a boatload of permanents (which can be relevant), and unlike most of red's other options, everything can be stored and saved for later. 2. Jeska's Will - you obviously should be looking to cast this with your commander in play, but the floor of this card is usually a seething song. Card draw and ramp in a neat little package for the low price of 3 mana. 3. Mana Geyser - a well-timed mana geyser just creates the most insane turns. If you're playing against tap-out decks, you usually get a turn of triple-ish mana. Gets much worse in reactive metas. 4. Gauntlet of Might / Gauntlet of Power - grouping these two because they're similar. Mana doublers can do crazy stuff if they get to stick around, and even if some opponents get some benefit from a gauntlet, you can use that politically. 5. Treasonous Ogre - try not to kill yourself Green: what makes green so busted is that it has so many redundancies, and all of them are 2 mana or less. I'm going to have multiple cards at a few ranks. 1. Gaea's Cradle - arguably the strongest land legal in commander, this card is definitely green because that's where you find synergies with land tutors, creatures, and land untaps 2. Exploration / Burgeoning - these are pretty close for me to cradle. The two have some different synergies, but they're close. Exploration, for example, gets to combo with Crucible of Worlds, where Burgeoning doesn't, but burgeoning produces the most impressive turn 1. Both cards benefit from having a lot of draw, and they really feel best in UG(x) decks. 3. Three Visits / Nature's Lore / Farseek - farseek is marginally behind the other two. The introduction of triomes and surveil lands closed the gap there. They're reliable to cast and they fix your colors. 4. Utopia Sprawl / Wild Growth - I tend to pick one or the other, depending on how the mana base looks, unless I'm in enchantress. This is turn 1 ramp that's hard to kill, though they can make your lands look juicier for targeted destruction. 5. Birds of Paradise - my top pick for a mana dork as it produces any color, and as a flier it can randomly block or hold a sword and attack. Delighted Halfling, Noble Hierarch, and Ignoble Hierarch are all close behind.
Top 5 green ramp is Gaea's Cradle, Burgeoning, Carpet of Flowers, and Nyxbloom Ancient each in no particular order followed by your choice of ramp spell or mana dork. Exploration is also worth considering in this area.
Legit shocked that Tangled Florahedron wasn’t in Seth’s top green cards!
@Jerhevon
Жыл бұрын
It's only just passable as a mana dork, but boy is it a sweet turn 2 play when your opening hand is heavy on the lands. Just so easy to include in a land-slot, as long as you don't need your lands to be lands in all zones.
@jadegrace1312
Жыл бұрын
@@Jerhevon it's not "passable" as a mana dork, it's unplayable as a mana dork. it's only saving grace is being an mdfc
@Jerhevon
Жыл бұрын
@@jadegrace1312 Of the MDFC, Tangled Florahedron is one of a handful that I'd like to pick up more of. Malakir Rebirth is one of the other ones. I can't say the same for Bala Ged Recovery at the moment.
This video made me realize how much I enjoy playing the red option on your lists. Some fun cards to play compared to the other colors.
My problem with Oracle of Mul Daya is my opponents usually target me heavily after being able to see all of the nonlands I play from playing with the top card revealed. I play Oracle and die within 3 turns.
@Jerhevon
Жыл бұрын
I keep having the Oracle and not having spare lands in hand. And then hitting multiple non-lands atop. It's amazing when it works, but does require care and feeding and deck manipulation (ie other effects to draw or shuffle) to get max value.
I love dreamscape artist. He works better in decks that utilizes discard. Commanders like Runo makes him work.
@ms.sysbit5511
8 ай бұрын
Late but you convinced me to give him a shot in my Runo/Krothuss list so thanks!
I like dreamscape artist, most blue Strom decks abuse the graveyard enough that this is good early game until you go off. It's also good in graveyard decks as repeatable ramp
I know this is a pretty old podcast, but two often overlooked blue ramp spells are Retraced Image and Mitotic Manipulation. They both require you to have a decent number of basics to be active, but in any deck where you are copying spells, they are gas. They require a basic Island to be in play, and you to draw into another.
“And speaking of white… Seth!” Seth looks around like, “I know I’m white, but so are you and Phil, man. Oh wait, white cards.”
Crim looks like he's struggling to stay awake! LOL
@jamescampbell2353
Жыл бұрын
It’s his least favorite subject, and at [time of day] can you blame him?
@felipeguidolin1055
Жыл бұрын
Crim is known for having a...weird sleep schedule
harvest season is always forgotten about and i feel sad, in most green decks its pretty good because theres bound to be someone who has no creatures to block with, and in the right green deck your emptying your library of 10 lands like turn 5
@andrewsparkes6275
Жыл бұрын
Also great in a deck that already has a fair few mana dork or other creatures with inherent tap abilities. I've emptied my Raggadragga deck of basics on more than one occasion, and I run a LOT of basics in that deck!
@Jerhevon
Жыл бұрын
I couldn't find the right curve for Harvest Season. At least when I was trying to use it in Tovolar. The potential is there, but only at a later board state. If I was only going to get 2-lands off of it on T3, then I might as well just run Cultivate and not worry about the setup cost. I agree the ceiling for it is amazing,
@andrewsparkes6275
Жыл бұрын
@@Jerhevon Honestly, even when you're getting 3 lands off it, it's a very good ramp spell. The problem is people usually think of the Magic Christmas Dreamland scenario where they will mostly empty their decks of basics, and only put it in decks where that might be the case. Hell, even I'm guilty of that, given my above comment. But yeah, even played just to get out 3 lands is a very good rate in aggro/tap-shenanigans decks! So don't be scared to run it when you can only get out a few lands! Like you say, the ceiling is amazing, but even just up-past-the-skirting-board is still good!
@Jerhevon
Жыл бұрын
@@andrewsparkes6275 I simply didn't have the right deck for Harvest Season. Could only get maybe 2 lands on T3, and on T4 I wanted to be casting other spells in that deck. In other decks, I've certainly been enjoying Verdant Mastery, and even trying out Traverse the Outlands. Kind of happy to get +3 lands off of each of those even with a higher mana cost.
@andrewsparkes6275
Жыл бұрын
@@Jerhevon For ramp spells like this, I don't see them as a "Play straight-away as its only spell in an early turn" kinda spell. It's more of a hole-filler, for when you're already at 6-or-7 mana and have a good 3-or-4-drop to play but not really anything else decent enough to make up the other 3 mana/you don't wanna over-extend with permanents. At that point, it lets you get out a small handful of lands and really lets you commit to your game-ending huge turn far quicker, with extra mana up for interaction. I totally agree on its own on Turn 3 it isn't great, but that's not really where it's played best in the first place, either. Essentially, there's two totally different types of resource spells: (1) what the EDHrecCast guys call 'veggies': the spells that keep early spells ticking on faster and give you a constant flow of resources, and (2) the bigger spells that throw you into the game-winning turn late in the game, and allow you to commit to it way better, a turn or two before that turn happens. This is definitely great when you see it as that second type of resource spell more than the first.
Orvar is the best ramp in blue🤣
@Jupue
Жыл бұрын
that might actually be true wich is the sad part
@jamescampbell2353
Жыл бұрын
Sad
@jdogbemple1
Жыл бұрын
I was about to say the same
Dreamscape is a spellshaper the discard "transforms" a card into your hand into harrow. Casting harror also puts you one card down, the spellshaper puts you 2 only for the first one. Being able to "spellshape" a dead card in hand into a harrow is pretty good. It's not amazing but it's decent. And you only need a crucible to make it really good
@jaknels7628
Жыл бұрын
I love dreamscape artist. And you are entirely correct. He works better in decks that utilizes discard. Commanders like Runo makes him work.
Love Replication Technique in Blue. Give you 2 tokens of any permanent you control, including lands. One other opponent gets one copy of something they control but it allows some politics and help take down a threat.
No Dramatic Reversal for the blue discussion seems like a big miss when they're willing to discuss ritual-based effects like Mana Drain
@logansanchez7998
Жыл бұрын
Dramatic reversal sits in most commander players heads as that card that combos with isochron scepter
For (MONO) Blue: look into Mitotic Manipulation and Retraced Image
@connorvietzke7934
Жыл бұрын
Came here to point out Retraced Image
@ogxd1431
Жыл бұрын
Bruh legit just picked these up
@tsurugi12
Жыл бұрын
This just shows how bad blue "ramp" is.
@CKarasu13
Жыл бұрын
@@tsurugi12 mitotic sure, but retraced image is decent.
I don’t know if anyone else has done this before, but I’ve used Path to exile and Settle the Wreckage as ramp spells. And it’s actually pretty good when you realize that mono white is very good at making token creatures
You guys completely overlooked some of the best blue "ramp.' As Foretold should probably be up there on the list (and obviously omniscience is the best ramp). Also if you want to stretch (pun intended) the definition of "ramp" then extra turn spells are ramp. you get the extra land drop.
Weathered Wayfarer has done some pretty solid work for me in mono white, but its hard to put it in the top 5 for ramping, it really just smooths out your land plays. If you're running things like Nykthos it does good work.
Mitotic Manipulation is very playable as a ramp spell in monoblue decks, or possibly two colors with a lot of islands.
Love Font of Magic in my Kalamax deck, the Beastie attracts removal so I usually cast him multiple times and the cost reduction puts in work when you want to cast an instant on everyone's turn
absolutely based take from Crim putting Oracle on his list. I know it's been falling out of favor but it's my go-to in both my Green decks for Ramp. The advantage of planning ahead and having access to a lot of shuffling makes Oracle exceptional. Mana dorks are underrated imo. "They die to board wipes" and we all die to the unstoppable passage of time. Cast Birds. Pass.
@Isabelle-ve9oq
Жыл бұрын
The value of ramp is contextual. If your commander has green and is 3cmc then mana dorks are amazing as there is always something to ramp into.
59:15 I'm with Seth here. I had to remove Treasonous Ogre from my red deck, because I'm not responsible enough to stop paying life. 😬
Other was Blue can ramp is also using cards like Kelpie Guide that allows you to untap a land.
in blue I would rank energy tap above dreamscape artist, but no one even mentioned it.
@Crunchatize_Me_Senpai
Жыл бұрын
I’d never heard of it before, so maybe they hadn’t either, but also it seems....good, but not great. It’s a one-time ritual that doesn’t produce colored mana and doesn’t do anything if you don’t have creatures, such as after a wrath. It’s still probably better than Dreamscape because its ceiling is so high, but it’s worth noting that Dreamscape’s ramp is permanent, colored ramp. It’s better in a longer, grindier game. Energy Tap will let you rush something really good out fast and maybe win on the spot. Depends on what you’re going for, I guess. Most likely they just didn’t mention it because it’s really obscure and they didn’t know about it/forgot about it. I’m sure at least one of them would deem it top 5 worthy.
So a neat unconditional blue mana dork is Apprentice Wizard, where the mana doesn't need to be spent on instants/sorceries or artifacts Also, Crop Rotation is one of the best ramp spells in green to fetch any land at instant speed for one mana. Hour of Promise is okay to fetch out 2 of your best lands.
@casteanpreswyn7528
Жыл бұрын
Or the one that mills you one and adds colorless.
@Kryptnyt
Жыл бұрын
He's pretty ok but usually ends up worse than something like worn powerstone
@TheSilverFox442
Жыл бұрын
Crop Rotation isn't ramp unless you're getting a land that makes more than one mana.
My list: White: 1) Smothering Tithe, 2) Land Tax, 3) Serra's Sanctum, 4) Deep Gnome Terramancer, 5) Archeomancer's Gift Blue: 1) Mana Drain, 2) Urza Lord High Artificer, 3) Grand Architect, 4) Etherium Sculptor, 5) Baral, Chief of Compliance Black: 1) Cabal Coffers, 2) Crypt Ghast, 3) Dark Ritual, 4) Black Market Connections, 5) Crypt of Agadeem Red: 1) Dockside Extortionist, 2) Mana Geyser, 3) Jeska's Will, 4) Curse of Opulence, 5) Ragavan, Nimble Pilferer Green: 1) Gaea's Cradle, 2) Nature's Lore, 3) Three Visits, 4) Sakura-Tribe Elder, 5) Birds of Paradise
@thatguycam1989
Жыл бұрын
No Carpet of Flowers or Burgeoning? Land Tax isn't ramp on its own. Also treasonous ogre is worth considering.
Really surprised Dreamscape Artist was on so many lists, but Vizier of Tumbling Sands wasn’t mentioned at all. It untaps lands and mana rocks and really does well with permanents that tap for multiple mana, such as Sol Ring, Thran Dynamo and Lotus field. Plus if your commander has a tap effect, it works to support your commander too.
I like dreamscape artist in Tameshi. Fill the yard and ramp after returning lands to your hand. Works for me. I wish there were more ways in white and blue to consistently put lands in play.
@wesleywyndam-pryce5305
Жыл бұрын
theres a decent amount of artifacts that I think get overlooked.
@thatguycam1989
Жыл бұрын
@@wesleywyndam-pryce5305 What did you have in mind?
Watching Tomers reaction at 27:00 perfectly encapsulates my reaction to the same card
Idk why but that break to ponder archeomancer's map was hilarious
Would like to give a shout out to Grim Hireling in black. Card can make quite a lot of treasure tokens in most black decks.
Veteran explorer. Most powerful ramp in the game, 1 mana for 8 untapped lands.
You guys really like 1 mana ramp. I am here to sing the praises of Wild Growth and Utopia Sprawl. Basically more mana dorks. You don't get the creature synergies, but you do get a harder to remove ramp permanent. You guys like ramp attached to creatures and also dual fetchers. I am also here to sing the praises of Wood Elves and Yavimaya Dryad. These are both 3 mana, to be fair. However, both of them search for Forest cards and put them into play untapped. They are also creatures to go with your creature synergies. Honorable mention to Farhaven Elf, which is not as good but is better in creature deck than the 2 mana sorceries. I also believe that mana dorks are overrated. I believe that decks are either mana dork decks or Nature's Lore decks. Unless you need all of the ramp, you likely are choosing between those two archetypes. Finally, you all love Farseek and the like. I would like to present to you, Into the North. 2 mana sorcery, search for a Snow land tapped. Basically Farseek if you are willing to play with Kaldheim Snow Duals. I play Into the North and the Forest Snow Duals in all of my 3+ color Green decks that want Farseek. I find it only worth it to play the Forest typed Snow Duals because that creates the most cross-section with your other ramp.
Sooo dreams cape artist was one of my combos in my bruvac mill/counter peice with ruien crab and hedron crab... it was removed stupid quick also had crucible of worlds with it as well one of my neish favorites tbh xD
Crim only has Nyxbloom on his list because he's still loosing to it
On green a great card i started playing is Spoils of Victory, a 3 mana farseek that actually cost 2 since it puts the land untapped on the battlefield
In defense of Dream Artist: As long as it survives, you can continue to Harrow for ramp each turn. And for the counterspell player, it puts into play two lands untapped. But I agree that it wants stronger sustained card draw to keep itself fueled. Hence why I don't run it much of the time. Another one I'd mention for blue? Search for Azcanta. I'm kind of fond of most of the Ixalan flip lands for that matter. Path of Mettle may be hard to flip, but it's such a beautifully troll-y land as well. For green, I've found myself leaning into Verdant Mastery a lot recently. Not replacing the cheap ramp options, but making a home for itself in the 4MV slot. Why? My ramp heavy decks are bad at drawing lands. So Explosive Vegetation was just a 4MV cultivate too often. Skyshroud Claim getting a pass because it can refund you two mana if necessary. But Verdant Mastery at 4 MV will give an opponent a land, but also be an explosive vegetation for me AND then puts a third land into my hand so I can make my land drop as well.
I had Knight of the White Orchid on my shopping list for a Giada deck I'm currently building, but I removed him today as I saw Serra Paragon in the spoilers for Dominaria United. With her and the Terramancer I don't think catch-up ramp makes the cut for me any more. (Yes she only ramps you with Myriad Landscape, but as often mentioned playing a land each turn is the best ramp in the game)
@alexanderneimeth4538
Жыл бұрын
She also ramps you with fetch lands, also great for playing any cheap permanent from your yard is great. That card is going to be a mono white staple, she even casts your commander from the yard in Giada
@alaraplatt8104
Жыл бұрын
you CUT knight of the white orchid from a mono white commander deck?? no, that's not right
Two blue cards I wish were mentioned were Orvar, the All-Form and Energy Tap. Energy Tap is actually really fun, especially in affinity-style decks where the printed mv of cards are really high. Orvar can abuse small spells that target lands to make token copies of them, which is legit a super fun way to turn random twiddles into insane rituals. Fifteen Mystic Sanctuary is a hell of a thing.
I feel like treasonous ogre may have been overlooked.
The end of the video is why I always keep a from the vault armageddon in my deckbox.
I've been jamming Dowsing Dagger/Thespian's stage in every deck where the commander is 3 or less mana or if the commander has any evasion. It has never let me down, even equipped to a Vial Smasher!
Frontier Siege is highly under rated green enchantment. Makes you 2 green mana for each of your main phases.
Anyone notice how fluent Phil English has become from when he first joined the show.
@SkillandLuckCRAPS
3 ай бұрын
No because he hardly spoke especially when the rest of the panel was talking about black! Go back and watch!
Surprised Whir of invention + Artifact lands wasn't mentioned in the blue artifact section.
@ferdithetank7535
Жыл бұрын
3+ mana ramp for 1 land is kinda terrible rate
Knight of the white orchid doesn't actually work until turn 3 unless somebody else (ahead in turn order) ramps a land on turn 2 exaxtly
On the topic of blue ramp, 3 mana creatures with an untap any permanent ability have been neat pet cards in my lower powered decks. Vizier of Tumbling Sands is the best of the bunch in my eye but Kelpie Guide is a decent 2nd placer. On the rare occasion I'll slip Clever Conjurer into a deck but it's usually the first thing I cut when I get upgrades for the deck. The main purpose of these creatures are to reuse more impactful utility pieces, but the floor on them are that they're over costed Arbor Elves. Their value does go up if you're also running lands or mana rocks that tap for more than 1 mana like bounce lands or Thran Dynamo. For some reference, I've cut Dreamscape Artist from my Rielle discard deck. But Vizier of Tumbling Sands is still in there.
I love Grand Architect in my Breya deck. Blue Thopters!
15:02 - 15:16. Cough.
i think white ramp gets really good when ur actually playing 4 and 5 color and all the fetchlands with brought back and sevinnes rec(with multicolor white renegade rallier and wargate)
@Jerhevon
Жыл бұрын
Sevinne's Reclamation is arguably an amazing white ramp card for these reasons. I am so so glad it got a reprint in the CLB commander decks.
Forgotten cards: White: Weathered Wayfarer -> needs very litte deckbuilding consideration Legion's Landing -> White without many creatures is rare in my experience. Blue Search for Azcanta -> 7 cards in graveyard is not difficult. Green Growing Rites of Itlimoc -> It may be Gaea's Cradle at home, but still this imitation is great.
Hey here some options that wherent mentioned for mono blue. Landramp: - Retraced Image - Mitotic Manipulation (could fail) - Replication Technique Artifac lands: - Whir of Invention - Phyrexian Metamorph
You guys missed the best ramp in green! 1. Utopia Sprawl/ Wild Growth 2. 1 mana mana dorks 3. Nature’s Lore/ 3 visits 4. Rampant growth effects 5. Gaea’s Cradle Those 1 mana enchantments get around the removal you guys are worried about and still ramp on turn 1. 2020 magic depends a lot on tempo and that’s why I also value 1 mana mana dorks so highly. Getting off to that fast start can quickly get you to your combo or value engine. After those get going, board wipes don’t matter, you can just rebuild effortlessly.
Spell Swindle is hilarious and awesome. It’s an overcosted Mana Drain that banks the mana for ya
Y’all forgot the Ixalan transform enchantments. I’d put Search for Azcanta and Legion’s Landing above some of the Blue and White cards y’all named
I use turnabout as a blue ramp spell - especially effective with copy spells.
Talking about white, I do believe that Ephemerate and Cloudshift are the stapliest of staples. I like how wotc is handling ramp and card draw in white, but having a good amount of blink targets is amazing. Also, as Phill said, creatures wear equipment, and in white is a plus
Knight of the White Orchid also has two popular creature types. 😊
I will always accept Tempt with Discovery... And slam my Strip mine and destroy the best land you fetch, I even bought Strip mines for my whole playgroup because Tempt with Discovery was being played too much.
I agree with the green picks for the most part, but I'm surprised wood elves isn't on your lists. I put that towards the top. I guess 3 mana is not as good, but it gets any forest and can be bounced or recurred
@wesleywyndam-pryce5305
Жыл бұрын
it giving you a blocker is definitely under valued.
Deep Gnome Terramancer also allows you to search with any land recursion that isn’t a Crucible of Worlds style
Really surprised that Land tax and Weathered Wayfarer were not mentioned in white ramp!
@MTGGoldfish
Жыл бұрын
They are both great cards, but we didn't count them as ramp because they don't technically give you an extra mana (since the lands they find go to hand rather than the battlefield).
The only reason bubbling muck isn't as widely used in black decks as often as high tide is because black doesn't untap lands and permanents nearly as often as blue.
Wait, how would you ramp with a knight of the white orchid on turn two? This is only possible if some other person has ramped before you. On turn 3 yes, because you can cast the knight and then use your land drop per turn. 13:44 for context
@felipeguidolin1055
Жыл бұрын
Turn two. You are the last player in the rotation. If players 1 to 3 ramp (Nature's Lore, Rampant Growth, Farseek, 3 Visits) you are good to go.
@fabianstaes4176
Жыл бұрын
@@felipeguidolin1055 That is true but Tomer is talking about a three visits with only a 25% fail rate and did not even mention the condition that other people need to use some sort of land ramp. My geuss would be that he miscalculated or I have to be missing something.
@felipeguidolin1055
Жыл бұрын
@@fabianstaes4176 i think they are considering "best case scenario" for most of the cards... Like the Skydiver that only works when someone has a Sol Ring to be stolen
@fabianstaes4176
Жыл бұрын
@@felipeguidolin1055 You are probably right, it just isn't as reliable as a turn two ramp source as he made it out to be.
@felipeguidolin1055
Жыл бұрын
@@fabianstaes4176 agreed
i mean the dreamscape artist with a crucible of worlds so you could bring back your sacrificed ones would make for a nice ramp package.
With mdfc's making bounce lands better, turnabout is like a modal blue ramp spell for me
Planar Birth and Search for Ascanta are notable exclusions from this list. The first one is more narrow but Search is just a rampant growth in blue with upside Also, Sevinne's Reclamation qualifies as a ramp card in my book Exploration and Burgeoning are definitely top 2 green ramp spells as well
No land tax in white? For blue, no one said apprentice wizard, and no one taps out in my pods on piracy, due yo how it's ruled, so those are options. For blue Brass's Bounty ends up in any red for me, always has a use, and always makes it.
Use mana dorks to lull your opponents into a false sense of security - then hit them with the top 5. T1: Forest, Llanowar Elves (Opponent: sure) T2: Forest Voyaging Satyr, Quirion Ranger (Opponent: no worries) T3: Gaea's Cradle, Candelabra of Tawnos, Natural Order for Nyxbloom Ancient, Genesis Wave for X=20 leaving up another untap, Eternal Witness ... (Opponent: ...) Also for anyone who plays red - Mana Echoes is sexy.
Seth is spot on with White. I was surprised to see a debate between the Map and Knight of the White Orchid. The map is gonna keep ramping you if you have a green deck on the table too.
If you have Gaea's Cradle i your deck, then Crop Rotation becomes your best ramp card, right? And no one mentioned Selvala, Heart of the Wilds? Unbelievably good in any green deck with a reasonably sized creatures.
mono green has enough mana dorks they can effectively skip 2 drops entirely and go right into the 3 drop ramps immediately. turn 1 dork +land, turn 2 land + 3 mana dorks, turn 3 land +harvest season. now you have 6 lands, 3 dorks and 3 unspent mana on turn 3. or you can turn 2 cultivate, kodamas reach, far wanderings, one I forget the name that gets a bonus land for sacrificing a creature for Seth's peace of mind. the only 2 drops in mono green you play are things you just want in the deck for w.e reason. otherwise worst case is you sacrifice one of the land search dorks for 2. theres also a couples enchantments that were overlooked, like the enchantment that flips into a gaeas cradle also lowkey the best ramp in monogreen is a commander that has like no decks on edh rec (probably because its both overlooked and too powerful for casual) sasaya, orochi ascendant. grab the cards that pulls lands into your hand and now your 3 forests tap for 9 and it scales absurdly fast. play the 1 and 2 drop get lands to you hand cards and then the rest of your deck is freely 9cmc+ or x cost stuff. but remember, you're the jerk if you pubstomp.
My opinion on Dreamscape Artist: Having one in play is good. It literally turns any one of your cards in hand into Harrow every turn. The issue and the reason it's bad is to get there you have to play a 3 mana 1/1 that doesn't do anything else.
Utopia Sprawl would be my number 1 for green. One mana ramp. It's an enchantment that people won't waste removal on, and enchantment sweepers are far and few between. It's almost as good as putting a land directly into play for 1 mana.
I would have included sevinnes reclamation in whites list
I play in a pretty competitive meta at my shop. The cheaper the ramp the better it is utopia sprawl wild growth and 1 drop mana dorks do work yes they die but in cedh you aren't playing that many wraths and the single target removal is going to be for high level threats. Smothering tithe is still good cause there is more card draw, but even rituals that only get you 1 time value are going to slingshot you far enough ahead that you become a threat. Turn 1 dark ritual turns into 6 and a black real quick in cedh. Most of the time you're not playing mono color and if so it's probably urza so you can rely on the good ramp in supporting colors.
The reason Archaomancer's map or worse than creatures that fetch is not because they leave a body it's because you can blink them for more value and basically every white deck wants to do some flickering.