You Should Play Less Two-Mana Ramp

Michael Celani • March 25, 2025

Rakdos Signet
by Martina Pilcerova

Take the Off-Ramp

Three-mana ramp is better than two-mana ramp, and I'm tired of pretending it isn't.

Hi, I'm Michael Celani, and I just can't stop picking fights. Conventional wisdom suggests ramp costing two mana is the gold standard when building a deck. It comes out faster, requires fewer up-front resources, and consistently provides mana for the rest of the game (assuming it isn't removed or something

). Slam ten or so in a deck, shuffle it all up, and cruise to an easy victory on the back of your explosive start, right?

Think again, because as my partners taught me, exploding too early ain't all that great. Ramp doesn't exist in a vacuum; there are tangible deckbuilding costs to including an abundance of Signets, Talismans, and Rampant Growths

in your deck, and, more often than you might think, you're merely getting what you pay for. So, here are the reasons you should play less tw0-mana ramp.

The Fixing Isn't That Good

If your deck has three, four, or even five colors, then a significant barrier to your early game is getting the correct colors of mana to cast your spells and your commander. Proponents of two-mana ramp argue it provides early mana fixing in decks, which allows you to cast a wider range of your spells earlier.

There is some truth to this argument; after all, if you have only black mana and then cast a Rakdos Signet

, you now have access to red where you didn't before. If your deck contains only two colors of mana, then this play pattern is totally acceptable and can save you from unlucky starts. But in decks with more flamboyant mana bases, it's too unwieldy to rely upon consistently, especially if your deck lacks the smoothing effect of green.

The core problem is that at two mana, the fixing is often limited to just one additional color. Signets and Talismans only provide two colors of mana, and common land ramp spells, like Rampant Growth

or Sakura-Tribe Elder
, can only fetch out basic lands.

Ramp that makes any color often comes with serious drawbacks, such as Fellwar Stone

requiring your opponents to have access to that type of mana first or being stapled to a creature
, the most easily removed permanent type. Don't discount the fragility of creatures; savvy players might be able to detect that you're missing colors based on your land drops and blow up early game dorks to hamstring you in the opening phase.

This downside is intentional; in fact, the only spell that unequivocally avoids this pitfall at two mana, Arcane Signet

, is considered a design mistake. There is (at least in theory) supposed to be a drawback to playing multiple colors by limiting the consistency of your access to the different types of mana, which you have to address by filling more of your deck with fixing.

Three-mana ramp spells (more often than not) solve this perfectly, since they let you make mana of any color, or otherwise give you access to at least two additional types of mana. They often don't require you to have any specific type of mana upfront, either; there's a lot of Manaliths

with upside for you to chose from.

There's Little Flexibility

Most two-cost ramp spells also fail to do anything other than add mana sources, and this becomes a big problem as time goes on. Assuming your deck is built properly, you'll naturally gain access to more resources as you play a land each turn. This reduces the individual impact of each mana rock you play, because on turn two, Arcane Signet

might account for a full third of your mana-producing permanents, but on turn ten, it's not even a tenth of it.

Three-cost ramp is allowed much more flexibility in what it's allowed to do. As a baseline, a substantially larger portion of the category can sacrifice themselves to draw cards or can be cycled away, meaning when you find the card late, it's not a dead draw. Even comparatively terrible three-cost ramp spells, like the Ravnican Lockets

, have more utility late-game than your average Signet, and that's not counting all the actually unique options available to you.

Some ramp artifacts, like Patchwork Banner

or Heraldic Banner
, buff your creatures in a way that's relevant even into the late game. Cultivate
and Kodama's Reach
replace themselves in your hand once they resolve, so you don't lose card advantage. Creatures that search for basic lands and put them onto the field, such as Wood Elves
or Farhaven Elf
, can be blinked or recurred, so they can be part of an engine in addition to a one-shot effect.

Should you still merely care about the raw quantity of mana, then spells like Grow from the Ashes

, Skyclave Relic
, and Worn Powerstone
can get you access to two mana instead of just one.

If you're willing to give up the fixing, or you're only in a single color, then three-cost ramp has gotten some insane options lately:

  • White's Hourglass of the Lost
    can return an entire category of nonland permanents from the graveyard to the battlefield when you need it most.
  • Blue's Midnight Clock
    is a way to refresh your hand, and Misleading Signpost
    can save you from a meticulously planned attack that just barely kills you.
  • Black's Crowded Crypt
    works perfectly with aristocrats strategies to create enough creatures for that final push at an opponent's life total.
  • Red's Cursed Mirror
    enters as a copy of any creature on the battlefield, including your own legendaries if you just want a powerful dies trigger.
  • Even green has interesting options at three mana, like Loot, Exuberant Explorer
    , who eventually taps to cheat out cards from the top of your deck, and Freestrider Lookout
    , which staples a land drop into practically all of your interaction.

All of these spells have clear utility in the late game, and you'll be much happier drawing these than another Signet you can't cash in on.

There's Other Options on Turn Two

Overcentralizing your mana at the two-mana mark also takes away from potential early-game plays. Remember, ramp isn't something you play in a vacuum; it's competing with literally every other spell you can play on-curve.

If you've read my set reviews, then you've heard of the too-specific two-mana value engine: permanents that cost two and draw you cards, but only if you follow some specific instructions. The phrase "too-specific" might sound like a backhanded insult, but putting down something early that synergizes with your gameplan and consistently refreshes your hand is going to provide you way more value over the course of the game than a simple mana rock ever will.

If the "specific" part of it scares you, then I'm pleased to inform you that there's tons of these, for almost every strategy you can think of. Don't believe me? Face-down creatures, a strategy nobody cares about, has

three
examples
.

You might also be interested in simply playing an early game threat. Spells like Agate Instigator

, Bristly Bill, Spine Sower
, and Juri, Master of the Revue
affect the game right away and put clocks on your opponents. Even if they're removed, you're going to do some serious damage, which can be the difference between comfortably winning or just barely losing.

You Don't Need The Ramp That Early

And on that note, there's one last thing you should consider when building your deck: is it even necessary to ramp that early?

Remember, your hand is going to consist of seven cards at the start of the game, and if your plan is to spend one of those ramping to get to a four-mana turn three, then you really want to be spending all that mana every turn to get the most value out of that card. If you leave your rock untapped to play a three-drop on turn three, then you might as well not have ramped at all, because you've sacrificed the main advantage low-cost rocks have: their speed.

I posit the following: two-cost ramp only has a consistent and significant advantage over three-cost ramp if you always want to cast a four-drop as soon as possible. This isn't a strawman argument, as plenty of decks want their four-drop commander

out immediately. Generally, those commanders make up for the lack of card velocity inherent in running a lot of small ramp cards by being engines themselves, and in that case, you should include a lot of two-cost ramp to accelerate your gameplan. In almost every other circumstance, there isn't really a valid difference between ramping on turn two or on turn three; if your commander costs five, then they both come out on turn four.

Finally, if you're using low-cost ramp to make up for the fact that you don't have consistent land drops in the early game, then you need to run more lands and are objectively a bad person, both morally and spiritually.


Two-Bit Rocks

This isn't a hit piece that says that two-mana ramp is bad or that it has no place in the Commander landscape, because it does. If it didn't, that general knowledge would have already spread long before this article and everyone would have stopped using it already; in other words, it would be Return to Dust

all over again.

Consider this a call to be more selective with which cards you include in your deck. It's easy to add tons of Signets and Talismans to your list and call it a day, but resist that temptation, because you're going to curse yourself the next time you need to draw a removal spell or are desperately searching for that last combo piece only to waste your draw on a stupid dumb Fellwar Stone

that only taps for orange.



Newly appointed member of the FDIC and insured up to $150,000 per account, Michael Celani is the member of your playgroup that makes you go "oh no, it's that guy again." He's made a Twitter account @GamesfreakSA as well as other mistakes, and his decks have been featured on places like MTGMuddstah. You can join his Discord at https://gamesfreaksa.info and vote on which decks you want to see next. In addition to writing, he has a job, other hobbies, and friends.