Graven Cairns

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Graven Cairns

Land

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trippy_mcfly on Cumly Cube

1 month ago

Introducing Cumly Cube 1.3! Two years ago, Cumly Cube was updated to Cumly Cube 1.2, creating a balanced cube and wonderful play experience for all involved. Despite these changes, there remained some minor flaws in the card pool. I am now pleased to announce that, after extensive research and design, Cumly Cube has reached a final form. No card is too powerful. No card is too weak. Synergy is abundant. Both the draft and play experiences are dynamic, exciting, and new. There will be no more major updates to Cumly Cube 1.

120 cards have been removed, and 120 cards have been added. Here are the changes, provided with brief justifications:

REMOVED:

ARTIFACT

  1. Everflowing Chalice: mana rocks should cost 3 or have a drawback
  2. Glass of the Guildpact: too weak
  3. Heraldic Banner: encouraged mono-colored decks
  4. Illuminated Folio: too weak
  5. Jayemdae Tome: too weak
  6. Loreseeker's Stone: too weak
  7. Mind Stone: mana rocks should cost 3 or have a drawback
  8. Null Rod: too much of a hate card
  9. Pithing Needle: too powerful with Urza's Saga
  10. Pyromancer's Goggles: too narrow
  11. Retrofitter Foundry: too powerful with Urza's Saga

CREATURE

  1. Bomat Courier: too powerful against slow starts
  2. Deathpact Angel: creates a Cleric token, not a supported creature type
  3. Dimir Cutpurse: too powerful
  4. Elves of Deep Shadow: too obvious of a choice as a cumly
  5. Golos, Tireless Pilgrim: too powerful
  6. Hostage Taker: too powerful
  7. Kalamax, the Stormsire: too powerful
  8. Loyal Retainers: too obvious of a choice as a cumly
  9. Monastery Mentor: too powerful
  10. Moonveil Dragon: pumping the team makes for anticlimactic endings
  11. Murktide Regent: we’ve seen enough of this card already in other formats
  12. Ornithopter of Paradise: too obvious of a choice as a cumly
  13. Phantom Tiger: too weak
  14. Risen Reef: too powerful
  15. Shadrix Silverquill: creates Inkling tokens, not a supported creature type
  16. Tatyova, Benthic Druid: too powerful
  17. Thraben Inspector: we’ve seen enough of this card already in other formats
  18. Toxrill, the Corrosive: creates Slug tokens, not a supported creature type

ENCHANTMENT

  1. Alpha Authority: hexproof makes for less interesting games
  2. Favorable Winds: too weak
  3. Offspring's Revenge: too narrow
  4. Pernicious Deed: too powerful of a board wipe
  5. Rally the Ranks: too weak
  6. Song of Freyalise: too typical a card for green

LAND (types are grouped together in this list)

  1. Tolarian Academy: too powerful
  2. Arid Mesa: mana-fixing should not be so easy in Cumly Cube
  3. Bloodstained Mire: mana-fixing should not be so easy in Cumly Cube
  4. Flooded Strand: mana-fixing should not be so easy in Cumly Cube
  5. Marsh Flats: mana-fixing should not be so easy in Cumly Cube
  6. Misty Rainforest: mana-fixing should not be so easy in Cumly Cube
  7. Polluted Delta: mana-fixing should not be so easy in Cumly Cube
  8. Scalding Tarn: mana-fixing should not be so easy in Cumly Cube
  9. Verdant Catacombs: mana-fixing should not be so easy in Cumly Cube
  10. Windswept Heath: mana-fixing should not be so easy in Cumly Cube
  11. Wooded Foothills: mana-fixing should not be so easy in Cumly Cube
  12. Badlands: mana-fixing should not be so easy in Cumly Cube
  13. Bayou: mana-fixing should not be so easy in Cumly Cube
  14. Plateau: mana-fixing should not be so easy in Cumly Cube
  15. Savannah: mana-fixing should not be so easy in Cumly Cube
  16. Scrubland: mana-fixing should not be so easy in Cumly Cube
  17. Taiga: mana-fixing should not be so easy in Cumly Cube
  18. Tropical Island: mana-fixing should not be so easy in Cumly Cube
  19. Tundra: mana-fixing should not be so easy in Cumly Cube
  20. Underground Sea: mana-fixing should not be so easy in Cumly Cube
  21. Volcanic Island: mana-fixing should not be so easy in Cumly Cube
  22. Hissing Quagmire: creature lands are too versatile and discourage disciplined drafting
  23. Lavaclaw Reaches: creature lands are too versatile and discourage disciplined drafting
  24. Lumbering Falls: creature lands are too versatile and discourage disciplined drafting
  25. Shambling Vent: creature lands are too versatile and discourage disciplined drafting
  26. Needle Spires: creature lands are too versatile and discourage disciplined drafting
  27. Raging Ravine: creature lands are too versatile and discourage disciplined drafting
  28. Stirring Wildwood: creature lands are too versatile and discourage disciplined drafting
  29. Wandering Fumarole: creature lands are too versatile and discourage disciplined drafting

INSTANT

  1. Abnormal Endurance: too typical a card for black
  2. Aerial Predation: too narrow
  3. Alchemist's Gift: too weak
  4. Arbor Armament: too weak
  5. Autumn's Veil: too narrow
  6. Betrayal of Flesh: too weak
  7. Bladebrand: too typical a card for black
  8. Brainstorm: we’ve seen enough of this card already in other formats
  9. Cathartic Pyre: too much utility for an instant
  10. Comet Storm: one-sided board wipes need to be focused on creature type
  11. Consider: too typical a card for blue
  12. Crippling Chill: too typical a card for blue
  13. Crush: spot artifact removal is not to be part of Cumly Cube
  14. Dawn Charm: other cards in Cumly Cube fill this role better
  15. Dive Down: hexproof makes for less interesting games
  16. Divine Offering: spot artifact removal is not to be part of Cumly Cube
  17. Dragon's Fire: too typical a card for red
  18. Electrify: too typical a card for red
  19. Fell the Pheasant: too narrow
  20. Gainsay: too narrow
  21. Gut Shot: too weak
  22. Heroic Intervention: other cards in Cumly Cube fill this role better
  23. Hold the Line: too narrow
  24. Into the Core: spot artifact removal is not to be part of Cumly Cube
  25. Lash of Thorns: too weak
  26. Make Your Mark: too weak
  27. Opt: too typical a card for blue
  28. Overload: spot artifact removal is not to be part of Cumly Cube
  29. Pitfall Trap: too narrow
  30. Repulse: too typical a card for blue
  31. Scrap: spot artifact removal is not to be part of Cumly Cube
  32. Seedtime: too narrow
  33. Shatter: spot artifact removal is not to be part of Cumly Cube
  34. Smash: spot artifact removal is not to be part of Cumly Cube
  35. Smashing Success: spot artifact removal is not to be part of Cumly Cube
  36. Smite: too narrow
  37. Turn to Frog: turns a creature into a Frog, not a supported creature type
  38. Unsummon: other cards in Cumly Cube fill this role better

SORCERY

  1. Blasphemous Act: too typical a card for red
  2. Chart a Course: too much utility
  3. Cleansing Wildfire: too much utility
  4. Cultivate: too typical a card for green
  5. Disentomb: too typical a card for black
  6. From the Ashes: too narrow
  7. Funeral Rites: too much utility
  8. Gitaxian Probe: too typical a card for blue
  9. Necromantic Summons: too typical a card for black
  10. Nighthaze: other cards in Cumly Cube fill this role better
  11. Persist: too typical a card for black
  12. Pirate's Prize: too much utility
  13. Ponder: too much utility
  14. Reanimate: too typical a card for black
  15. Recover: other cards in Cumly Cube fill this role better
  16. Serum Visions: too typical a card for blue
  17. Spitting Earth: too typical a card for red
  18. Thoughtcast: too typical a card for blue

ADDED:

ARTIFACT

  1. Coat of Arms: encourages building around creature types
  2. Patchwork Banner: encourages building around creature types

CREATURE

  1. Arahbo, the First Fang: supports the Avatar and Cat creature types
  2. Avatar of the Resolute: supports the Avatar creature type
  3. Autonomous Assembler: supports the Assembly-worker creature type
  4. Bag End Porter: supports the Dwarf creature type
  5. Breya, Etherium Shaper: supports the Human and Thopter creature types
  6. Captain Storm, Cosmium Raider: supports the Human and Pirate creature types
  7. Captivating Unicorn: supports the Unicorn creature type and supports enchantment decks
  8. Centaur Battlemaster: supports the Centaur creature type and functions as a strong payoff for prowess decks
  9. Chronicler of Heroes: supports the Centaur creature type
  10. Conclave Cavalier: supports the Centaur and Elf creature types
  11. Conclave Mentor: supports the Centaur creature type
  12. Crosis, the Purger: supports the Dragon creature type
  13. Fear of Exposure: supports the Nightmare creature type and supports enchantment decks
  14. Ghostly Changeling: supports all creature synergy decks
  15. Gimli of the Glittering Caves: supports the Dwarf creature type
  16. Glissa Sunseeker: supports the Elf creature type
  17. Graveshifter: supports all creature synergy decks
  18. Gwenna, Eyes of Gaea: supports the Elf creature type
  19. Haunt of the Dead Marshes: supports the Elf and Nightmare creature types
  20. He Who Hungers: supports the Spirit creature type
  21. Heedless One: supports the Avatar and Elf creature types
  22. Jungle Creeper: supports the Elemental creature type
  23. Jungle Delver: supports the Merfolk creature type
  24. Kataki, War's Wage: supports the Spirit creature type and functions as artifact hate
  25. Keiga, the Tide Star: supports the Dragon and Spirit creature types
  26. Kiora's Follower: supports the Merfolk creature type
  27. Kumena, Tyrant of Orazca: supports the Merfolk creature type
  28. Lagonna-Band Trailblazer: supports the Centaur creature type
  29. Marwyn, the Nurturer: supports the Elf creature type
  30. Master Skald: supports the Dwarf creature type
  31. Mine Layer: supports the Dwarf creature type
  32. Neighborhood Guardian: supports the Unicorn creature type
  33. Promised Kannushi: supports the Human and Spirit creature types
  34. Realmwalker: supports all creature synergy decks
  35. Reveka, Wizard Savant: supports the Dwarf creature type
  36. Seraphic Steed: supports the Angel and Unicorn creature types
  37. Soul of Zendikar: supports the Avatar and Beast creature types
  38. Steadfast Unicorn: supports the Unicorn creature type
  39. Stingmoggie: supports the Elemental creature type and functions as artifact hate
  40. Sygg, River Cutthroat: supports the Merfolk creature type
  41. Vineshaper Mystic: supports the Merfolk creature type
  42. Wistful Selkie: supports the Merfolk creature type
  43. Yargle and Multani: supports the Elemental and Spirit creature types
  44. Zacama, Primal Calamity: supports the Dinosaur creature type

ENCHANTMENT

  1. Aura of Silence: functions as artifact and enchantment hate
  2. Aura Shards: functions as artifact and enchantment hate
  3. Blessed Sanctuary: supports the Unicorn creature type
  4. Corrosion: functions as artifact hate
  5. Embargo: interesting prison piece for stasis decks
  6. Font of Fortunes: card advantage at a fair price for Cumly Cube
  7. Gate to Phyrexia: functions as artifact hate and supports the niche but possible sacrifice deck
  8. Impending Disaster: a useful piece for aggressive decks or niche graveyard decks
  9. Shared Animosity: supports all creature synergy decks

LAND (types are grouped together in this list)

  1. Drowned Catacomb: completing the full set of check lands
  2. Glacial Fortress: completing the full set of check lands
  3. Hinterland Harbor: completing the full set of check lands
  4. Sulfur Falls: completing the full set of check lands
  5. Cascade Bluffs: completing the full set of filter lands
  6. Graven Cairns: completing the full set of filter lands
  7. Mystic Gate: completing the full set of filter lands
  8. Sunken Ruins: completing the full set of filter lands
  9. Wooded Bastion: completing the full set of filter lands
  10. Darkwater Catacombs: completing the full set of Odyssey filter lands
  11. Desolate Mire: completing the full set of Odyssey filter lands
  12. Ferrous Lake: completing the full set of Odyssey filter lands
  13. Fire-Lit Thicket: completing the full set of Odyssey filter lands
  14. Flooded Grove: completing the full set of Odyssey filter lands
  15. Overflowing Basin: completing the full set of Odyssey filter lands
  16. Skycloud Expanse: completing the full set of Odyssey filter lands
  17. Sunscorched Divide: completing the full set of Odyssey filter lands
  18. Viridescent Bog: completing the full set of Odyssey filter lands

INSTANT

  1. Accelerate: supports prowess decks
  2. And They Shall Know No Fear: supports all creature synergy decks
  3. Artifact Mutation: functions as artifact hate and supports the Saproling creature type
  4. Bandage: supports prowess decks and is also funny
  5. Brokers Charm: charms are an important part of Cumly Cube
  6. Charge Through: supports prowess decks
  7. Cremate: supports prowess decks
  8. Mirrodin Avenged: supports prowess decks
  9. Poison the Blade: supports prowess decks and offers deathtouch in green instead of its typical color, black
  10. Pressure Point: supportsli prowess decks and offers tapping in white instead of its typical color, blue
  11. Steady Progress: supports prowess decks as well as slower proliferate decks
  12. Sugar Rush: supports prowess decks and offers power boost in black instead of its typical color, red
  13. Treacherous Greed: supports the niche but possible sacrifice deck
  14. Turf Wound: a strange tempo card that fits the ethos of Cumly Cube
  15. Warriors' Lesson: supports prowess decks and might end up as green Ancestral Recall

SORCERY

  1. Altar of Bone: supports the niche but possible sacrifice deck
  2. Aphetto Dredging: supports all creature synergy decks
  3. Apocalypse: total game resets are an important part of Cumly Cube, because you end up playing more Cumly Cube!
  4. Ashen Powder: a more situational and odd piece for reanimator decks
  5. Blood for Bones: a more situational and odd piece for reanimator decks
  6. Breath of Life: offers reanimation in white instead of its typical color, black
  7. Broken Bond: functions as artifact and enchantment hate yet also ramps
  8. Channel the Suns: a strange yet useful mana-fixer. Out with fetch lands, in with sorcery WUBRG!
  9. Cloak of Feathers: supports prowess decks
  10. Crippling Fear: supports all creature synergy decks
  11. False Dawn: supports prowess decks and might offer mana-fixing in niche situations? Even if this card is pretty useless, it screams Cumly Cube
  12. Grim Tutor: tutoring is a small part of Cumly Cube but very important in the right decks
  13. Growth Spasm: offers ramp, mana-fixing, and supports the Eldrazi creature type
  14. Hymn of Rebirth: offers reanimation in green and white instead of its typical color, black
  15. Ice Storm: land destruction is a small part of Cumly Cube but a necessary balance, and not usually in green
  16. Jace's Triumph: there are Jace planeswalkers in Cumly Cube
  17. Mana Vapors: a strange tempo card that fits the ethos of Cumly Cube
  18. Many Partings: offers mana-fixing and food
  19. Migratory Route: offers mana-fixing and supports the Bird creature type
  20. Obzedat's Aid: offers reanimation in black and white
  21. Ordered Migration: supports the Bird creature type
  22. Raise the Palisade: supports all creature synergy decks
  23. Resourceful Return: a more situational and odd piece for black graveyard decks and artifact decks
  24. Ribbons of Night: offers direct damage in black instead of its typical color, red
  25. Rise of the Witch-king: a more situational and odd piece for reanimator decks
  26. Riveteers Confluence: similar to a charm
  27. Safewright Quest: offers slight mana-fixing in green and white
  28. Solve the Equation: tutoring is a small part of Cumly Cube but very important in the right decks
  29. Sweep the Skies: supports the Thopter creature type
  30. Temporal Machinations: supports artifact decks
  31. Unnatural Restoration: supports proliferate decks
  32. Urborg Repossession: a more situational and odd piece for black graveyard decks

king-saproling on JUDITH IS COOL

11 months ago

Looks like a fun list but remember, Obosh only lets you use cards with odd mana costs, so there are quite a few you will need to cut. Also your number of lands and mana rocks are very low especially considering the high costs of your commander and companion (for a deck like this I would aim for at least 40 lands and 10 mana rocks). Personally I would make these swaps:

The Red Terror -> Bandit's Haul
Thran Dynamo -> Bonder's Ornament
Imodane, the Pyrohammer -> Commander's Sphere
Bloodletter of Aclazotz -> Conversion Apparatus
Unstable Amulet -> Endurance Bobblehead
Impact Tremors -> Restless Vents
Mana Barbs -> Foriysian Totem
Fate Unraveler -> Sword of Fire and Ice
Firebrand Archer -> Dark Ritualfoil
Ojer Axonil, Deepest Might -> Haunted Ridge
Nightshade Harvester -> Mind's Eye
Urabrask -> Blightstep Pathway  Flip
Hedron Archive -> Graven Cairns
Deathbringer Thoctar -> Rakdos Carnarium
Torbran, Thane of Red Fell -> Kyren Toy
Staff of Nin -> Component Pouch

Wesinator69 on Imma Baddie I Do What I Please

1 year ago

I know you hate tapped lands so I would suggest the following:

Also I hate Temple of the False God it should stop being included in precons. Plus 37 lands is a bit much. There are a couple other cards that don't seem to do enough for the mana cost. So I would also suggest the following:

nuperokaso on Brian Stacks' Anvil (E)

1 year ago

capwner on "Master of Cruelties" - Budget but Strong?

1 year ago

As an x/4 in a no fury meta I think this card could potentially be good. The deck really wants Ragavan but yeah that's not very budget. Bowmasters too.

About 'understanding what to replace,' the way I think of it is, you know there are always more potential good cards than you can actually run in any deck, usually there are multiple good ways to build a deck. Every card should play into your synergy, except for sideboard cards which can attack something very specifically. And every card should be the best possible option for its slot (most versatility, most synergies with your other cards, most favorable in specific interactions vs. specific cards). Example, this is why I love Apostle's Blessing in here, it's versatile because it protects and evades, and these are both things your deck REALLY needs. And it's a cheap instant. Great card.

But now look at Goblin Tunneler, I see a card that is part of the gameplan, but it's also an x/1 non hasty creature and a 2 drop. This is going to fall short a lot of the time. Maybe a card like Wedding Invitation or Key to the City could be better in this slot. Generator Servant is great for the haste but it has the same weakness. Splitting that with artifact ramp like you did is good, maybe consider options like Pentad Prism but go with what you think plays the best. Molten Collapse is a strictly better Dreadbore and not expensive. Sunken Citadel might be a good land to combo with Rogue's Passage, maybe then Field of Ruin instead of Ghost Quarter? And Graven Cairns? On the lands topic I really like the idea posted above of adding Leechridden Swamp but you do need the fetches to really make it work.

Alesha, Who Smiles at Death has a nice effect but doesn't really synergize with anything besides bringing your Master back, which it can't even do vs. LB and Solitude. Maybe adding cards that combo with her like Fulminator Mage or Augur of Skulls could make her better. Lightning Greaves also makes her and a lot of your other creatures better too, this is a card I'd consider for a 1 or 2 of. But without adding more support, you might consider cutting Alesha and adding something along another angle.

I like Brainspoil, the tutor is nice because finding the Master is definitely a bottlneck in the deck. Grim Tutor is an option but a bit more expensive, Profane Tutor is affordable but has some problems. Having at least one other tutorable 5 drop would make your BS a lot better. 1 of Glarewielder would be kind of cute.

Hand disruption is another angle you might consider, it's really good for a slightly slower combo deck like this to nullify your opponent's big early plays and buy you a couple extra turns to combo them out. Collective Brutality is a pretty decent flexible card that also finishes your opponent.

In the end I think tuning your list and making cuts is about trying to make as many of these meaningful synergy connections between different cards as possible, getting the right amount of each type of effect you want (3 vs 4 of a specific effect like Dreadbore matters a lot vs some decks!), and then you cut either your lowest synergy cards, or effects you think you could safely go down a count on. Usually you want 6-8 ways of getting your key card in action, or 6+ of each combo piece/synergy if it involves multiple cards, and in a perfect world you want 4+ post board copies of HATE for particular meta decks, like 4 Leyline of the Void vs. Living End, or 8 killspells that can kill a Primeval Titan or Sheoldred. Your board cards should address aspects of other decks that really threaten you, no need to run those Leylines if you already beat that deck most of the time. It often comes down to having the right reactive cards, so you want good numbers of the ones you'll need the most.

Sorry for the whole ass book! It seemed like you wanted the help and I liked the concept/got into it a bit once I started looking. I think there's a lot of work and playtesting you could do to really optimize this, and maybe it could end up being pretty good+still affordable!

Rocketman988 on Demon Till Your Dreams Come True

2 years ago

ragincajun129, I've been playing and fine tuning the deck for over 5 years now, and the land count is correct for the deck. If you remove the cards that are not intended to be hard cast from hand or have alternate casting methods, the true average CMC of the deck is around 2.2. The entire point of the deck is to function with minimal lands on board, since Rakdos's sacrifice effect keeps the deck on 2 to 3 mana sources most of the time anyways. Also, you did not include the mdfc lands in your count, so the true land count in the deck is 34.

Whip of Erebos is a potential add, but I have not needed another source of lifegain besides Gray Merchant of Asphodel, which the deck has many ways of finding. Whip is incredibly inefficient as a reanimation effect, since it requires an 8 mana investment just to get one creature back to board. Further, it exiles the reanimated creature and there is no easy way around that, unlike Shallow Grave. This means no multiple reanimate options, and I try to avoid that because it limits the power of mass reanimation.

Regarding mana rocks, I only run mana positive mana rocks, as I have found that ritual effects are better for the deck. The whole point of mana rocks in most decks is to function as cheap and efficient reusable mana sources, but Rakdos the Defiler negates that entirely. If artifact ramp does not generate more mana than it cost to play, it is worse than a ritual in the deck. Mana Vault is the only cheap artifact ramp I decided against for the moment, since the 3 colorless isn't helpful for casting Rakdos, and the other demons are better to reanimate.

Here's an example to illustrate my point: I need 6 mana to cast Rakdos, so say I have 3 lands and 3 signets, I'll have to sacrifice 3 permanents to Rakdos. Instead, say I generate the same 6 mana with Dark Ritual, Graven Cairns, a random land that taps for black, and a Sol Ring/Mana Crypt. Now, I'll only sacrifice 2 permanents to Rakdos on the swing. Not only did I sacrifice less permanents to Rakdos in the second example, but it's possible to do that a turn or two faster, which means I've already hit two players by the time the signet ramp even lets me get Rakdos on the board.

Idoneity on When Will WotC Finish the …

2 years ago

WOTC is rather capricious as to what land cycles they finish and when.

Typically, they finish land cycles in adjacent set releases, such as the checklands in Dominaria and Ixalan (see Isolated Chapel and Glacial Fortress. But they have also quixotically completed the showland cycle with Strixhaven in 2021 (see Furycalm Snarl), despite it first being introduced on a separate plane in 2016's Shadow's Over Innistrad (see Fortified Village). They do this a lot, starting with the allies then bargaining it over to the enemies:

1995 brought Underground River then 2001 had Shivan Reef, 2010 brought Darkslick Shores then 2016 had Spirebluff Canal. These are rather large gaps, ranging from months to years.

There are plenty of land cycles that haven't been finished or haven't even begun. The five ally-colored lands from Future Sight has partially been officiated, consisting of Horizon Canopy, Grove of the Burnwillows, Graven Cairns, Nimbus Maze, and River of Tears. All of these are rather unique; two have been finished. Kind of. Modern Horizons parlously gave Horizon Canopy an enemy family. The Graven Cairns cycle was completed in Eventide and Shadowmoor. The rest are lonesome.

There's still Amonkhet's cycling cycle to finish up, so who knows when the buddy lands will be tended to.

thefiresoflurve on Mardu Humans

3 years ago

Hey there!

I do have some suggestions I think may help with the mana base: First Boros Garrison and friends. These are only good if you A) already have a comes-into-play-untapped land out B) tap that CITP-untapped land for mana and C) wait to play your land until second main phase. That's already a bit restrictive. I think you can do a bit better if you use things like: Caves of Koilos, Fetid Heath, Graven Cairns, Rugged Prairie.

If you have the $$$ for it, Smothering Tithe is also an excellent mana ramp card. I've played like 2 games with it ever where it doesn't pay for itself and another two cards, at least (yes, my playgroup does not run enough enchantment removal. I remind them of this a lot).

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