Essential Spellbook - Green Ramp Cards

The Quest for Much More Mana
Cheers! Welcome to Essential Spellbook, the comprehensive guide to the core cards of Commander. Today's topic: green ramp cards.
What is Ramp?
One of Magic's core rules is that each player may only play one land each turn. This rule creates a predictable flow to a game of Magic. Players can cast cheap spells in the early game, but big haymakers that cost seven or eight mana need to wait until later.
"Ramp" is any effect that allows a player to circumvent this restriction by accessing more mana than the "one land per turn" rule permits. Cards that ramp are varied and numerous, including:
- Cards that put extra lands into play, like Rampant Growth
- Cards that tap for mana, like Sol Ringor Birds of Paradise
- Cards that reduce costs, like Goblin Electromancer
- Cards that produce short-term bursts of mana, like Dark Ritualor Dockside Extortionist
Ramp is an essential element of Commander deckbuilding. By including ramp cards in a deck, you can get your gameplan online before your opponents and give yourself a significant advantage. Because of this, nearly every Commander deck will benefit from including ten or more cards with ramp effects.
Although every color in modern Magic is capable of generating a mana advantage, green remains exceptional at efficient, resilient ramp effects. Therefore, green ramp cards are the gold standard against which other colors' ramp effects are judged. In this article, we'll explore representative green ramp cards at each mana value in order to build a foundational understanding of how these cards work.
A Note: Mana Value
The cost, or mana value, of a green ramp card is very important when evaluating its utility. Throughout this article, I'll be referring to cards that cost one mana as having "mana value 1" or "1mv." 2mv cards cost two total mana, 3mv cards cost three mana, and so on.
Land-Based Ramp
The most fundamental green ramp cards have effects that put extra lands into play. These are among the most reliable ramp cards that exist. Unlike other sources of ramp, like creatures or artifacts that tap for mana, lands are very difficult to remove from the battlefield, and unlike temporary ramp, like Dark Ritual
Land-based ramp cards scale with mana value: put more mana in, get more extra mana out. Let's explore the most fundamental benchmarks for this sort of effect.
Mana Value 2: Rampant Growth
Rampant Growth
Commander incorporates many variants of this card, all of which offer some advantages and disadvantages over ol' reliable Rampant Growth
- Farseekcan find nonbasic lands, like Steam Vents, but can't find Forests, even basic ones.
- Nature's Loreand Three Visitscan find nonbasic Forests (that enter untapped!) but not any other type of basic land.
- Sakura-Tribe Eldercan synergize with decks that care about creatures, especially creatures dying.
- Exploreis less reliable but more relevant in the late game.
Based on your deck's specific strategy, you may choose to play any (or all!) of these cards. 2mv ramp is especially potent in a deck with a commander that costs four mana, since these cards allow you to reliably play 4mv cards a turn ahead of schedule.
Mana Value 3: Cultivate
Cultivate
- Far Wanderingsfinds more lands if you have a full graveyard.
- Wood Elvesand Farhaven Elfare ramp attached to 1/1 creatures.
- Grow from the Ashesoffers the flexibility of an additional option: two lands for five mana.
- Fertile Footstepsturns into a Beanstalk Giant!
3mv cards like Cultivate
Mana Value Four: Explosive Vegetation
Our benchmark green ramp card at 4mv is Explosive Vegetation
- Skyshroud Claimcan only find Forests, but it puts them into play untapped.
- Migration Pathcan be exchanged for a different card if you don't need to ramp.
- Circuitous Routecan find Gate cards in addition to basic lands.
Generally, decks will only play these 4mv cards if they anticipate needing a serious amount of mana. Consider playing these cards if you have a very expensive commander or lots of cards that benefit from extra mana, like Exsanguinate
Additionally, decks with expensive ramp cards like Explosive Vegetation
Mana Value 5 and Beyond
More expensive green ramp cards can offer even more of a mana advantage, but these cards usually only see play in decks that are truly gluttonous for mana.
If you really want to go all-in on ramp, you can explore a whole spectrum of expensive green ramp cards from the relatively tame Nissa's Renewal
Mana Dorks
The second major category of green ramp cards is "mana dorks": creatures that tap to produce mana. In general, creature-based ramp cards are slightly cheaper mana-wise than their land-based equivalents, but they're also much more fragile. It's far easier for your opponents to kill your 1/1 Elvish Mystic
Here are the cards I've chosen as representative benchmarks for mana dorks at various costs:
Mana Value 1: Elvish Mystic
The gold standard for 1mv mana dorks is Elvish Mystic
- Birds of Paradiseproduces mana of any color, and also flies! A fantastic card.
- Arbor Elfuntaps Forests instead of tapping for mana itself
- Avacyn's Pilgrimand Elves of Deep Shadowproduce colors other than green.
- Noble Hierarchand Ignoble Hierarchproduce a variety of colors and also have exalted.
- Delighted Halflingcan make your commander uncounterable.
1mv mana dorks are very fragile in comparison to land-based ramp, so you need a good reason to play them in your deck. They're worth considering if your deck's core strategy synergizes with creatures or if you really benefit from having three mana available on turn two. For instance, the 3mv Elf-centric Marwyn, the Nurturer
Mana Value 2: Priest of Titania
The representative card I've chosen for 2mv mana dorks is Priest of Titania
Priest of Titania
Sometimes, 2mv mana dorks offer a benefit other than generating additional mana. Some examples include:
- Tangled Florahedroncan be played as a land.
- Devoted Druidis a part of many game-winning combos.
- Paradise Druidand Sylvan Caryatidare slightly more resilient to removal.
- Manaweft Sliverand Gemhide Sliverallow all your other slivers to tap for mana, too.
- Poison Dart Frogis a real cutie.
Unlike 1mv dorks, which are mostly interchangeable, the playability of 2mv dorks usually depends on which specific cards synergize with your deck's strategy. If you're playing an enchantment deck, consider Sanctum Weaver
Mana Value 3 and Beyond
Mana dorks that cost three or more mana are even more diverse in their effects than 2mv dorks. It's difficult to apply a unified standard of reference to cards that vary as much as Elvish Archdruid
The Weirdos
Some green ramp cards can't be easily categorized into either of the two above categories. However, most of these cards can be evaluated by comparing them to land-based ramp and mana dorks. For instance:
- Auras like Wild Growthand Overgrowthoffer efficient ramp, but often at the cost of flexibility and resilience.
- Cards that allow you to play extra lands, such as Exploration, Burgeoning, and Azusa, Lost but Seeking, provide tremendous amounts of ramp. However, they only function if you can draw enough cards to reliably play additional lands.
- Lotus Cobraand Tireless Provisionerproduce additional mana when lands enter the battlefield.
Often the Auras will see play in decks that care about enchantments, while the others are popular inclusions in Landfall decks that care about lands entering the battlefield.
Which Green Ramp Cards Should I Play?
When deciding which green ramp cards to play in your decks, you should consider two factors: cost and synergy.
Cost
The first broad metric to evaluate is cost. Most green ramp cards exist on a spectrum between Elvish Mystic
The average green commander deck will likely play a mix of 2mv and 3mv ramp, with maybe one or two more expensive ramp cards. This ramp will likely be primarily land-based, plus a few mana dorks that directly synergize with the deck's strategy. However, some decks find compelling reasons to deviate from this norm.
The cost of a deck's commander is a critical consideration. For instance:
- A deck with a commander that costs two mana may avoid 2mv ramp because it anticipates playing its commander on turn two instead of ramping.
- A deck with a commander that costs three mana may play more 1mv ramp, despite its fragility, to facilitate playing its commander on turn two.
- Decks with a commander that costs four mana may avoid 3mv ramp because 3mv ramp won't help play a 4mv commander any faster.
- Decks with a commander that costs six or more mana will have more use for expensive ramp cards like Explosive Vegetation.
These considerations can also apply if a deck contains a large amount of noncommander cards at a specific mana value. For instance, a deck built around morph, which involves playing lots of creatures that cost three mana, will likely play more 1mv ramp spells, just like a deck with a commander that costs three mana. Similarly, a deck built around very expensive spells (such as Dragons or spells like Exsanguinate
Note that expensive ramp should generally be played in addition to cheaper ramp, not instead of it.
Synergy
The second main metric for choosing your deck's ramp is synergy. Most decks will function well on a mix of land-based and mana-dork-based ramp, but some decks can benefit from other card choices:
- If your deck's strategy synergizes with small creatures, consider playing more mana dorks. Lathril, Blade of the Elvesand Kinnan, Bonder Prodigyare strong examples of commanders that benefit from a higher creature count in ways that make up for the inherent fragility of creature-based ramp.
- Inversely, if you're playing a deck that's likely to frequently wipe the board clean, avoid mana dorks. The more "destroy all creatures" cards you play, the more of a liability mana dorks become.
- If a specific ramp card is particularly synergistic with your deck's main strategy, strongly consider playing that card. Put Sanctum Weaverinto your Sythis, Harvest's Handdeck, for instance.
- If your deck is built around lands, like Omnath, Locus of Creation, focus on land-based ramp. Also consider some of the more esoteric ramp options, like Lotus Cobraand Azusa, Lost but Seeking, that support a deck looking to play lots of lands.
- Put Poison Dart Frogin every deck. I mean, look at that little face. How can you say no?
May Your Mana Pool Always Be Full
Thanks for coming with me on this journey towards Much More Mana. Please feel free to leave a comment if you have questions or if you disagree with my assessments.
Join me next time as I answer the obvious question: "So, how do I ramp if I'm not playing green, then?"