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MagicalHacker - List of All Land-Fetching Ramp

Commander / EDH* GW (Selesnya) RGWU

MagicalHacker


This list comes with a disclaimer.

When it comes to ramp, there are some cards that are good depending on the average power level of the deck/environment. For example: When your games typically go to turn 17, a card like Skyshroud Claim will be really great and a card like Rampant Growth will do very little in comparison. However, when your games are typically over by turn 5, the reverse is true. With that in mind, I have made this list for games that end around turn 11 or so, which is basically the average (if you don't believe me, view my videos on my YouTube channel, and you will see that the average last turn is about 11). On top of that, while anecdotal evidence isn't the best evidence, I can also say that after I made the switch to using only ramp that ramps up by 2+, I noticed a huge improvement in my own games. With that in mind, here is what I would like to say:

This list is built in mind to offer the best options for ramp for a deck that is in an environment of the most common power level, which means that cards that ramp you up by only one mana (without providing any other card advantage), such as Rampant Growth and Farseek , are NOT good enough for this list due to the fact that they have a smaller effect than all the cards on this list, trading the ability to have the most mana late game (when the game usually ends) for having the most mana early game (when the players decide who is the scariest opponent) or for using the most cards from your hand. Don't believe me? Make the switch too, and let me know how your games go. :) Sure, doing more things in the first three turns FEELS better, but it's not actually as good as ramp of 2+.


List of all pertinent land-fetching ramp cards in EDH.

What this includes:

  • Any card that that searches your library for two or more land cards and puts at least x of them on the battlefield, where X is two less than the total amount of mana if the card has green in its color identity and four less than the total amount of mana if the card does not, unless it gets 3 or more lands onto the battlefield, in which case, cmc doesn't matter. (Let's break that down: If a card gets 2 lands but only puts 1 on the battlefield, it's on this list if it's a green card that costs at most 3 mana or if it's a nongreen card that costs at most 5 mana. If a card gets 2 lands and puts them both on the battlefield, it's on this list if it's a green card that costs at most 4 mana or a nongreen card that costs at most 6 mana.)
  • Any card that can copy a ramp spell for 3 mana or less, since you can hold up mana to copy the green player's ramp.
  • Any nonland permanent that can transform the same turn it enters into a land that produces 2 or more mana, following the same mana restrictions found in the first point above.
  • Lands that produce 3 or more mana (since that is 2 or more mana more than a land normally can produce).

What this doesn't include:

  • Cards that ramp you up by only one (Curious as to why? See the disclaimer above)
  • Cards that can ramp all players, unless it can be abused to be more ramp for you than each opponent
  • Creature cards needing to attack or activate a tap ability, but don't have haste
  • Cards that require you to sacrifice lands or discard cards, because that's just squandering your resources

Please suggest ramp spells that fit these parameters, ask about my other helpful resources for EDH, or check out this link to my scryfall search for ramp spells.

Updated:


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