The Best Ramp Cards In Every Color | Commander Clash Podcast #57



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

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23 thoughts on “The Best Ramp Cards In Every Color | Commander Clash Podcast #57”

  1. 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

    Reply
  2. It’s absolutely insane to me how they were less apprehensive about Dark Ritual than they were about High Tide. Every mono blue deck should run High Tide unless they don’t have a lot of islands, but that’s unlikely. After turn 1, it’s ramp at every stage of the game, and it scales insanely well later on.

    Meanwhile, Dark Ritual is considerably better turn 1, but that’s it. Turn 2 it’s the same as High Tide, and every turn after that it gets progressively worse.

    Reply
  3. I play lot of white and I think people underrate white ramp my white decks have my best ramp and sometimes I have almost all my lands in play granted I don't play Green but I think catch-up ramp combined whit bounce lands and lotus field and white aggression combined whit sword of the animist or hearth and home and white reanimation combined whit wayfarers Bauble white can be crazy good at ramping way better than most colors I think. What do you think?

    Reply
  4. 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.

    Reply
  5. Consider me triggered by the war hound vs knight argument. First strike is so much better than vigilance. War hound dies to literally every token, where knight ends up going toe to toe with everything until you hit 3 toughness.

    Reply
  6. 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.

    Reply
  7. 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.

    Reply
  8. 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.

    Reply

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