I think Green Sun’s Zenith with dryad arbor in the deck should have been mentioned. It’s probably one of the best if not the best spell that ramps (outside of fast mana) because of the versatility.
@@Tspang42for good reason too, it’s fallen off so hard since board wipes just keep getting better and better even in upcoming set looks like a 3 mana wrath coming
I think Kodama's Reach and Cultivate are underrated. Yes they are slower. The advantage is that it pulls a land from your deck to your hand to help prevent missing a land drop. I think of them as cards nine or ten to a ramp package.
player preference - I'd rather have wood elves or topiary stomper to go get a land and be a body because lategame when i play an overrun, cultivate did nothing but my land finders are bodies
@@adamcappella8088 that's fair, with aesi wouldn't you want like three visits, nature's lore, farseek, and then tons of ramp like exploration, explore, growth spiral, oracle of mul daya, dryad, courser of kruphix etc instead?
@@sunflowertheog yes, those all would be good. But also cultivate and reach do allow for more draw pips. Plus with aesi you'd rock more ramp than normal and would have less focus on draw. So you'd probably have room to get those in the deck anyway. That's how I'd see it anyway.
I average less than 10 ramp pieces per deck for sure. I think I’m usually around 8. I essentially want to hit one piece of ramp per game, but I don’t want to ever be playing ramp in lieu of making a land drop, that feels real bad. Generally I tend to try and lower the curve of my deck so I don’t need so much ramp, then I can replace those ramp slots with interaction/card draw/enabler/pay off pieces that I’m a lot more excited to play than a ramp piece. Whether or not going as low on ramp as I do is correct is definitely debatable, but I think overall people play too much ramp and not enough interaction/card draw.
@@jacobjensen7704 i run 3-4 in all my decks, i feel like thats my personal sweetspot because any more and you risk having a game where you cast 2 boardwipes and your opponents cast 2/3, which drags the game for hours, and if you only have 1-2 wipes in the deck you might never see them
Would you consider uploading some of these packages of each type onto moxfield using their package feature? Just think it would be helpful, though the full video with all the context is definitely better
I would be interested to see a video on the overlap of draw, removal, and ramp in your decks. Like, if you run 15 draw, 15 removal, and 15 ramp, what is the actual total count? I often prioritize cards that meet multiple conditions (sad robot) simply to make space for other cards. That approach is especially true when moving from deck building to (commander) cube building.
I’m a noob but i do have a breakdown if you or anyone cares 8-10 targeted removal, 4-5 board wipes, 35-40 lands, 5-15 ramp, 5-10 draw, and 20-43 cards themed around my commanders ideas I know it’s not the best, but for what I have it’s fun and effective enough
@@jerryloiselle8507 Fair point. Sad robot was probably not the best example. Replace with pro face-breaker or some such. I am interested to see what the Nerds think about the relative value of some potentially over costed cards that hit two or more of the removal, card draw, and ramp categories. Perhaps a tiered list of multipurpose staples with the world famous shrinky dink move? Just a thought.
If you're going to talk about synergistic 3 mana rocks I really like the Celestus for decks that care about having cards in the graveyard. It basically loots for free a couple of times over the course of the game which I think is worth one additional mana. Only downside is having the mental tax of the Day/Night cycle.
Celestus is crazy good with dredge cards. One time I had it out along with a Stinkweed Imp and it milled at least a quarter of my deck over a few turns.
Celestus is actually just bonkers, definitely worth the extra 1 mana. But totally not worth having to track day/night lol. There are also excellent initiative cards that I just refuse to play because the mechanic sucks to track.
@Derrick Paulson it's not too bad to keep track of, lategame most people are double casting spells and if the last person didn't, the person before that likely did
Ahh backup I got worried for a sec cause I didnt get to finish the vid first time around. When I came back it was gone. Started and saw the intro and I knew exactly why you took it down lol. Good to see you both 🤘
I think one distinction some people make that you didn't mention is that something like rampant growth is always ramp and ramps up everything in your deck. Then there's something like goblin electromancer that only ramps some of your cards. I usually count stuff like that has a half of a ramp spell some people don't count those as ramp at all
Hi Nerds, there was some good discussion and explanation about your thought processes behind your choices but I feel like there was one topic I would have loved you to cover. (this question applys to beezy with his god eternal oketra deck) How do create a white ramp package and how do you construct your ramp package when you're playing white catch up ramp or if you go down the solemn simulacrum, kor cartography etb package. The etb package feels more reliable for assuring your lands but these cards shut off your other white catch up ramp cards which makes them worse. While white catch up ramp is consistent if you're at the right table can that be enough of a justification to run that package over etb ramp. As much as green is the most prominent colour in commander I don't know how reliable that is. Cards like path to exile help a little making sure at least one of your opponents has an extra land to help you keep ramping. Can you walk the line and find a balance between the two or is it best to stick to one type of ramp package and exclude the other. Interested to hear your opinions as well as anyone else.
I am playing a very similar version of beezy's oketra deck, and to be honest, white catch up ramp never feel bad playing or having in hand. If nobodys playing green, your first catch up ramp like knight of the white orchid is gonna trigger on turn 3 (just dont play your land for turn before). I think that you should have a balance of white catch up ramp and just pure ramp too that could fits your strategy it able (mana rocks, solemn etc) And I feel that white options always come with some stuff even if youre not behind, archaomancer map gets you 2 lands out of your deck to play for future turns, your knight of white orchid is a creature for your creature decks so basically card draw with a lot of other cards (mentor of the meek, welcoming vampire, etc) so to be honest, dont be shy to play them without synergies to sacrifice your own lands or stuff like that.
A Question: I just started using Moxfield and I am still learning my way around. When peoples refer to average mana value, do they typically mean with or without lands?
So I have a Ghalta deck that I tried making as strong as I could because of the play group I was in. I decided to count up the stuff and I found it has the most ramp out of all my decks at 29(minus maybe my Raggadragga mana dork tribal, I haven't counted it yet) and the card draw/tutors are at 27, removal is at 12, and my lands including MDFC are at 26. Some of the cards pop up in multiple slots and some are repeatable effects. I'll probably be tweaking these numbers a bit as new cards come out for mono green. Edit: forgot to count Boseiju as removal making the total 12. Also decided to calculate avg CMC: 3.9 when having my X spells as my preferred mode so I can flex the avg down when needed
I would have insisted more about Into the North. Fetch a snow land untapped for 2 mana is almost as good as Three Visits. Yes, the snow dual will enter tapped but it does not need to be a forest.
Cost reducers are INSANE and underrated. The medallions are annoyingly non budget but they are so so so worth it even in up to 3 colour decks depending on how weighed you are towards certain colours (it won’t always be equal so don’t pretend like it will be). And the cost reducers on creatures like Anarachomancer etc are pretty inexpensive, though less splash-able. Honestly seeing those generic costs just tick down is so game changing. Put them in your decks! DEW IT.
For most non-mono-color decks they are exceptionally worse than just a 2 Mana rock. If you have only like 15 or 20 cards in your whole deck that could be cost reduced, then a Medallion is really not that powerful.
So does this not seem like a high number? 12-15, and have like 12-15 draw spells, so if your land is 1/3 of your deck and the 2nd 1/3 is draw and ramp then that only leaves 1/3 for your targeted and mass removal, wincons, and whatever your actual game plan is
Traverse the Outlands and Harvest Season? Have had some goofy success with those in the right decks. Cracking 6 lands with Harvest Season in a tokens deck on turn 4/5 feels good.
I don't think you need either of them in a mono green deck with a high enough creature count. You have some many 1 drop elves and BOP, 2 drops like tribe-elder and higher mana stuff like solemn or wood elves and springbloom druid. Plenty of creatures to fill your ramp slots just fine. If you need to choose one I think cultivate is always an easy card to cut. Three mana just doesn't do it anymore for me.
What is the best creature i can put in a bant creature deck that kills a creature on etb. Or how do creature decks deal with killing creatures. Also can I put one or 2 most efficient spot removal in a creature deck for things that must die on spot.
@joea2083 Agent of Treachery, Arial Obstructionist, Venser, Reflector Mage, Lyev Skyknight, and Terrastodon, are in my Roon blink deck. Bant doesnt really have kill creature on etb
@@joea2083I don't have swords in my Roon deck and I almost got hosed by the new Elesh Norn recently so it might be good to have an instant speed answer
Shoutout to grand arbiter augistine IV because it reduces any azorious spell by 2 mana, also you kind of put yourself ahead in mana by just making everyone else pay more for their spells if you think about it long enough
So I have all of the green cards you mentioned (Kodama’s Reach, Cultivate, Nature’s Lore, Skyshroud Claim, and Three Visits) in my Aesi (I know, yawn) deck, along with Wood Elves… predominantly landfall-themed. Are having all of those considered too many/overkill, or is it an appropriate amount for the commander/theme? Thanks - great content as always!
If you feel up to try something as a template to farther adjust. 37 lands-10 ramp/rocks-12 card draw-1game saving card optional. then 10 support cards that can be pritty much anything. now what i want you to do is out of your 10 ramp/rocks run bitterthorn. you 1 game saving card run sword of animist. out of your draw cards you want 2 strong draw spells but for testing run hedron archive and dreamstone hedron. then in your support cards run mind stone and commander sphere. and any more mana creatures you want. what you will notice is that you will have an absurd amount of ramp and draw options. what is left over is 20 plus main deck cards and 10 or so removal options. you have maybe a little under 20 cards that can thin out your deck or draw. then run the sac lands and you will have another 5 plus lands that thin out the deck. about 1/4 of the deck will be able to thin out the rest of the deck.
Don't write the 3 mana rocks off completely; If your deck is built such that you're casting your commander on turn 2 like 80%+ of the time, the 3 mana rocks are very appealing. Especially Relic of Legends and Honor-Worn Shaku.
Hey Cherries! The scene depicted on your shirt? I've actually BEEN there! So I've BEEN there and DONE that, but you got the t-shirt? Where's the justice.
I saw this vid earlier but when i went to go look for it when i actually had time to watch it was gone 😭 im glad its back you never know what you have untill its gone 😔 6:44
Cards I didn’t hear mentioned that deserve it: Relic of Legends Seedguide Ash Shadow in the Warp Urza’s Incubator Cloud Key Carpet of Flowers Trace of Abundance Burgeoning Azusa And any cards that bring lands back from the graveyard like Windgrace
It really depends on what the avg. cmc of the deck is. If you're under 3.0, then 32 lands, sol ring, arcane signet, and your 6 Talismans/Signets should serve you well. If you're at about 3.2 then 33 lands and 3.3 would be 34 lands with all the ramp I listed. If you're above 3.3, try lowering your curve.
@@dirtyfrench2926 32 lands is too low, are you serious? If you don't draw enough lands you will not have mana for ramp, or will lose half of the game playing artifacts instead of spells
@@yavivanov6650 I'm dead serious, 32 lands is the MOST I run in any of my decks and I rarely have any issues. Way to offer a solution of your own there hoss instead of just telling me how "wrong" I am!
I prefer to run less ramp and reduce my cmc, i rarely run cards over 5 mana and normally only a couple of them. I'll normally have 8-10 rocks or rituals though, however my artifact decks has so much treasure creation its 90% ramp 😅 they've really pushed treasures.
In a creature heavy deck, after you’ve slotted in the one drops and natures lore and three visits, would you go to something like far haven elves OVER rampant growth? I’m tempted to pull my two cost spell ramp for three cost creature ramps like yavimaya dryad/ farhaven, springbloom.
I personaly go for the 2 mana ramp spells (rampant growth, farseek etc) and the 3 mana creatures (woodelves, elish rejuvinator etc) when in green. Edit: I also have two 3mana rocks i go to almost always when outside green, being worn powerstone and coalition relic as both can give you 2 mana the following turn.
It's color fixing since it doesn't thrown them onto the battlefield. I really like it in three color decks cause it helps get your colors and it has upside in the late game. However, I have had it sit in my hand in the late game. Be prepared for it to sit in your hand especially if you're not playing mill. Delirium is much harder to achieve in EDH.
@thedark1owns thanks man, I like that I can get any land I like, Beezy Field of the Dead, comes to mind. Also like the creature fetch, but you say you have had it sit in your hand late game, you never used it for creature fetching?
Currently having trouble finding a balance for the ramp cards in my Mono-green Thrun breaker of silence deck because ramp doesn't seem to help very much once I get my commander down but getting him down early is always very very helpful... Also I'm having trouble with the ramp in Graaz the juggernaut but it's really more of a colorless issue and the conundrum of should I use some fast mana since I'm in colorless trying to run a super slow 8 mana commander or run more dorks that will end up being 5/3s later.
Why do you always choose to ignore faeburrow elder? 1GW for a vigilant 5/5 that taps for 5 blows most of this list out of the water, the only thing you could make a case for being better than it is bloom tender, and then if you care about the creature for anything other than mana elders better
I use strixhaven stadium to have a token wincon on a ramp card, crowded crypt is often removed before i get to use it's effect but is amazing. Ashnods or phyrexian altar are great with zombie aristocrats and phyrexian goes infinite with gravecrawler. Bontu's monument is technically ramp with a great effect stapled to it as long as you are mostly black dimir and not heavy on blue (i think i run 2 or 3 pure blue creatures in zombies). There are a lot more card draw synergies but zombies do have some mana stuff to play with.
@@egoish6762 hi, thanks for the ideas. I have bontus monument, and was just contemplating if it's good enough, since it ramps only when you have creatures to cast..have to test it and see
I was hoping you guys would help with Boros decks, outside of “use mana rocks”. I’m building my first Boros deck and can’t think of any ramp outside rocks and knights of the white orchid, which doesn’t synergise too well for an equipment deck
Sword of Hearth and Home, Sword of the Animist, and Bitterthorn Nissa's Animus, are all true ramp (meaning you don't need to have less lands than an opponent) attached to equipment cards. Two of them trigger on attack, and one triggers on combat damage to a player (use double strike to trigger it twice). None of these will really help you in the first three or four turns due to costs (that's what the mana rocks are for), but they will keep your land count increasing as the game goes into the later turns. Bonus to The Irencrag for being a mana rock that can become an equipment later in the game if you no longer need the mana.
Fun moxfield story. I was brewing a Halana and Alena deck so I decided to check out Joe's deck, and I discovered his Xira deck on there, which was perfect because I have wanted to make a control Xira deck ever since she was spoiled and it has given me so many ideas. The idea of a parasitic wasp is just so cool, but I already have an aristocrats deck and I don't really like the weird tribal decks.
I think in non-green decks, if you have 5+ Legendary Creatures, *Relic of Legends* is an absolute must-have. While it is a 3-mana rock, it also likely taps for 2-mana right out of the gate.
So in my jetmir deck which doesn't need to ramp into big stuff because everything is small and it's making 1/1 tokens I should run all the relevant elves - birds of paradise - blood tender ?
There's an overgrowth type of aura in shadows over innistrad set that makes two mana of any color and gives you a clue token. For the same mana cost. I found it in my binder yesterday and I was like.. Why do I not use this..?
so when you showed your ramp pieces for henzie 7:00 you didnt show Atsushi, the Blazing Sky whitch caught me so i checked, you have Atsushi, the Blazing Sk aswell as a, Ruthless Technomancer , Ancient Copper Dragon and Old Gnawbone in your henzie deck. I would also count commanders and companions towards deck stats so thats 21 ramp pieces not 15, thats not crazy number either my henzie deck runs 19 pieces
In comparison to Sword of the Animist, I think Atalan Jackal should be getting more love. Sure it has to connect to get the land but it's a 3 mv hastey boi, so early in the game there's usually someone you can get through for the trigger. At $1.50, I think it's a really good pick up for your gruul+ lists.
My dragon tribal plays 35 ramp. 10 ritual, 15 lite ramp, 10 heavy ramp. Can never have enough mana! Tempt with Discovery is always an mvp - as soon as one person caves to temptation, it becomes a 4 mana search for any 4 lands untapped.
@@doktarr what, it's a 4 mana ramp a land lol. It's very bad, if people play correctly and don't use it, which is very obvious decision. So bad card, and/or bad players
@@doktarr The trick is to politic it. "I won't kill your commander if you take the land". I guarantee once one person folds, the rest of the table won't want to be behind. :)
Cant go wrong with three visits and natures lore. Both basically the same card and allows you to cast a 1 drop spell the same turn. 3visits into llanowar elf feels sooo good
Lies! You do have a sol ring in your Liara deck, I found it in your moxfield deck list. BTW, I was surprised that your moxfield affiliate link isn't at the top! 😁
I play commander since 2016 and winned a ton of games. I never had ramp in my decks. No mana ramp, no land search no rituals, just normal land drops. I dont understand why every one plays ramp.
Discord or friends who play and or trial and error is fun despite how it sounds. You learn a lot about what cards you like and don’t like just from that
Cultivate and Kodama's Reach should be junked already. Even on budget, this game now have so, sooo many greater options, often direct upgrades to what these two do. Even some green Pauper EDH decks do not run these anymore.
I think Green Sun’s Zenith with dryad arbor in the deck should have been mentioned. It’s probably one of the best if not the best spell that ramps (outside of fast mana) because of the versatility.
Goes in the treasure map ancient tomb section
God so many people that play at my lgs would disagree😂 everyone hates dryad arbor
@@Tspang42for good reason too, it’s fallen off so hard since board wipes just keep getting better and better even in upcoming set looks like a 3 mana wrath coming
@@soulkens it’s sooooo bad
I think Kodama's Reach and Cultivate are underrated. Yes they are slower. The advantage is that it pulls a land from your deck to your hand to help prevent missing a land drop. I think of them as cards nine or ten to a ramp package.
player preference - I'd rather have wood elves or topiary stomper to go get a land and be a body because lategame when i play an overrun, cultivate did nothing but my land finders are bodies
Preference and commander
Like aesi would totally want those cause more frequent land drops.
@@adamcappella8088 that's fair, with aesi wouldn't you want like three visits, nature's lore, farseek, and then tons of ramp like exploration, explore, growth spiral, oracle of mul daya, dryad, courser of kruphix etc instead?
@@sunflowertheog yes, those all would be good.
But also cultivate and reach do allow for more draw pips. Plus with aesi you'd rock more ramp than normal and would have less focus on draw. So you'd probably have room to get those in the deck anyway. That's how I'd see it anyway.
@@sunflowertheog love Topiary Stomper, seems like such a slept on card.
I average less than 10 ramp pieces per deck for sure. I think I’m usually around 8. I essentially want to hit one piece of ramp per game, but I don’t want to ever be playing ramp in lieu of making a land drop, that feels real bad.
Generally I tend to try and lower the curve of my deck so I don’t need so much ramp, then I can replace those ramp slots with interaction/card draw/enabler/pay off pieces that I’m a lot more excited to play than a ramp piece.
Whether or not going as low on ramp as I do is correct is definitely debatable, but I think overall people play too much ramp and not enough interaction/card draw.
I can guarentee that people don't play enough board wipes in EDH nowadays.
@@jacobjensen7704 i run 3-4 in all my decks, i feel like thats my personal sweetspot because any more and you risk having a game where you cast 2 boardwipes and your opponents cast 2/3, which drags the game for hours, and if you only have 1-2 wipes in the deck you might never see them
Would you consider uploading some of these packages of each type onto moxfield using their package feature? Just think it would be helpful, though the full video with all the context is definitely better
I would be interested to see a video on the overlap of draw, removal, and ramp in your decks. Like, if you run 15 draw, 15 removal, and 15 ramp, what is the actual total count? I often prioritize cards that meet multiple conditions (sad robot) simply to make space for other cards. That approach is especially true when moving from deck building to (commander) cube building.
I’m a noob but i do have a breakdown if you or anyone cares
8-10 targeted removal, 4-5 board wipes, 35-40 lands, 5-15 ramp, 5-10 draw, and 20-43 cards themed around my commanders ideas
I know it’s not the best, but for what I have it’s fun and effective enough
@@elijahbuck6499 the question was about overlap
If solemn simulacrum isn't reanimated a lot or recur in any way, i wouldnt count him as card draw, because its just replacing your card (cantrip)
@@jerryloiselle8507 Fair point. Sad robot was probably not the best example. Replace with pro face-breaker or some such. I am interested to see what the Nerds think about the relative value of some potentially over costed cards that hit two or more of the removal, card draw, and ramp categories. Perhaps a tiered list of multipurpose staples with the world famous shrinky dink move? Just a thought.
@@CDPeyton1 pro face breaker is a much better example
I honestly needed this video! Earlier today I was looking up different types of ramp for different color!
If you're going to talk about synergistic 3 mana rocks I really like the Celestus for decks that care about having cards in the graveyard. It basically loots for free a couple of times over the course of the game which I think is worth one additional mana. Only downside is having the mental tax of the Day/Night cycle.
Celestus is crazy good with dredge cards. One time I had it out along with a Stinkweed Imp and it milled at least a quarter of my deck over a few turns.
Celestus is actually just bonkers, definitely worth the extra 1 mana. But totally not worth having to track day/night lol.
There are also excellent initiative cards that I just refuse to play because the mechanic sucks to track.
@Derrick Paulson it's not too bad to keep track of, lategame most people are double casting spells and if the last person didn't, the person before that likely did
Ahh backup
I got worried for a sec cause I didnt get to finish the vid first time around. When I came back it was gone.
Started and saw the intro and I knew exactly why you took it down lol.
Good to see you both 🤘
I think one distinction some people make that you didn't mention is that something like rampant growth is always ramp and ramps up everything in your deck. Then there's something like goblin electromancer that only ramps some of your cards. I usually count stuff like that has a half of a ramp spell some people don't count those as ramp at all
Hi Nerds, there was some good discussion and explanation about your thought processes behind your choices but I feel like there was one topic I would have loved you to cover. (this question applys to beezy with his god eternal oketra deck) How do create a white ramp package and how do you construct your ramp package when you're playing white catch up ramp or if you go down the solemn simulacrum, kor cartography etb package. The etb package feels more reliable for assuring your lands but these cards shut off your other white catch up ramp cards which makes them worse. While white catch up ramp is consistent if you're at the right table can that be enough of a justification to run that package over etb ramp. As much as green is the most prominent colour in commander I don't know how reliable that is. Cards like path to exile help a little making sure at least one of your opponents has an extra land to help you keep ramping. Can you walk the line and find a balance between the two or is it best to stick to one type of ramp package and exclude the other.
Interested to hear your opinions as well as anyone else.
I am playing a very similar version of beezy's oketra deck, and to be honest, white catch up ramp never feel bad playing or having in hand. If nobodys playing green, your first catch up ramp like knight of the white orchid is gonna trigger on turn 3 (just dont play your land for turn before). I think that you should have a balance of white catch up ramp and just pure ramp too that could fits your strategy it able (mana rocks, solemn etc) And I feel that white options always come with some stuff even if youre not behind, archaomancer map gets you 2 lands out of your deck to play for future turns, your knight of white orchid is a creature for your creature decks so basically card draw with a lot of other cards (mentor of the meek, welcoming vampire, etc) so to be honest, dont be shy to play them without synergies to sacrifice your own lands or stuff like that.
A Question: I just started using Moxfield and I am still learning my way around. When peoples refer to average mana value, do they typically mean with or without lands?
So I have a Ghalta deck that I tried making as strong as I could because of the play group I was in. I decided to count up the stuff and I found it has the most ramp out of all my decks at 29(minus maybe my Raggadragga mana dork tribal, I haven't counted it yet) and the card draw/tutors are at 27, removal is at 12, and my lands including MDFC are at 26. Some of the cards pop up in multiple slots and some are repeatable effects. I'll probably be tweaking these numbers a bit as new cards come out for mono green.
Edit: forgot to count Boseiju as removal making the total 12. Also decided to calculate avg CMC: 3.9 when having my X spells as my preferred mode so I can flex the avg down when needed
I would have insisted more about Into the North. Fetch a snow land untapped for 2 mana is almost as good as Three Visits. Yes, the snow dual will enter tapped but it does not need to be a forest.
Into The North says 'put on battlefield tapped'
hate to crush your dream 💔
Odd, I saw this posted earlier.. am I having a deja Vu moment here? 😂
same. i think they had to reupload it for legal reasons
No they had to reload the video as the intro was missing
@@Munchie3777 then why was i thinking legal reasons? who's this?
@@lunarlight3131 no nothing illegal happened (im a moderator for the nerds) ^.^
@@lunarlight3131word on the streets is beezy is accused of eating a dog
Cost reducers are INSANE and underrated. The medallions are annoyingly non budget but they are so so so worth it even in up to 3 colour decks depending on how weighed you are towards certain colours (it won’t always be equal so don’t pretend like it will be). And the cost reducers on creatures like Anarachomancer etc are pretty inexpensive, though less splash-able. Honestly seeing those generic costs just tick down is so game changing. Put them in your decks! DEW IT.
100% agree. Even Emerald Medallion in my mono green deck is so stinking good
For most non-mono-color decks they are exceptionally worse than just a 2 Mana rock. If you have only like 15 or 20 cards in your whole deck that could be cost reduced, then a Medallion is really not that powerful.
So does this not seem like a high number? 12-15, and have like 12-15 draw spells, so if your land is 1/3 of your deck and the 2nd 1/3 is draw and ramp then that only leaves 1/3 for your targeted and mass removal, wincons, and whatever your actual game plan is
Your card draw, ramp, removal, and win cons should overlap with your actual game plan.
Ordeal of Nylea is my favorite ramp spell in my Mazzy, Truesword Paladin deck.
I did this on tuesday night. Built the deck ages ago, and tookit for a spin. This interactionfelt filthy
Traverse the Outlands and Harvest Season? Have had some goofy success with those in the right decks. Cracking 6 lands with Harvest Season in a tokens deck on turn 4/5 feels good.
Three visits and nature's lore should be played in every green deck imo. Doesn't matter if it doesn't synergize. It's that good.
Of the 9 main decks I use, my average mana value is 2.91. And I average around 12 ramp in my decks
How would you rate cultivate Vs nature's lore in mono green when you primarily run basic forests
I think it depends on how much the commander costs, if it’s 3-4 mana the Nature’s Lore is hands down better.
5 cmc or higher commander and you want cultivate, less than that and you want the nature lore versions
Skyshroud claim over both, 4 mana two forests in the battlefield.
I don't think you need either of them in a mono green deck with a high enough creature count. You have some many 1 drop elves and BOP, 2 drops like tribe-elder and higher mana stuff like solemn or wood elves and springbloom druid. Plenty of creatures to fill your ramp slots just fine. If you need to choose one I think cultivate is always an easy card to cut. Three mana just doesn't do it anymore for me.
@@roncrawford5013 Noble/Ignoble aren't playable in monogreen.
What is the best creature i can put in a bant creature deck that kills a creature on etb. Or how do creature decks deal with killing creatures. Also can I put one or 2 most efficient spot removal in a creature deck for things that must die on spot.
@joea2083 Agent of Treachery, Arial Obstructionist, Venser, Reflector Mage, Lyev Skyknight, and Terrastodon, are in my Roon blink deck. Bant doesnt really have kill creature on etb
@@danewirostek1903 do you thinks its ok to run swords to plowshares as spot removal in a creature deck.
@@joea2083I don't have swords in my Roon deck and I almost got hosed by the new Elesh Norn recently so it might be good to have an instant speed answer
I forgot to add Lagrella, the magpie and Kogla for creature removal
Yes. If your creature deck loses too much synergy from having a few non creature spells then that is another problem.
What about the Mana Myr’s? When should I play these? Especially in non-green creature based decks or artifact decks.
Suggestion related to my favorite videos of yours..updating grading new stables of each color...so many new cards...great job guys
You forgot about the cold snap 1mana mana dork in the first deck example..... And deathrite....
Growth spiral into wilderness reclamation in my jank control deck im building.
Never doubted you ❤
Of course not!
Shoutout to grand arbiter augistine IV because it reduces any azorious spell by 2 mana, also you kind of put yourself ahead in mana by just making everyone else pay more for their spells if you think about it long enough
So I have all of the green cards you mentioned (Kodama’s Reach, Cultivate, Nature’s Lore, Skyshroud Claim, and Three Visits) in my Aesi (I know, yawn) deck, along with Wood Elves… predominantly landfall-themed. Are having all of those considered too many/overkill, or is it an appropriate amount for the commander/theme? Thanks - great content as always!
Looking forward to the video, my obligatory guess is 17:32
If you feel up to try something as a template to farther adjust. 37 lands-10 ramp/rocks-12 card draw-1game saving card optional. then 10 support cards that can be pritty much anything.
now what i want you to do is out of your 10 ramp/rocks run bitterthorn. you 1 game saving card run sword of animist.
out of your draw cards you want 2 strong draw spells but for testing run hedron archive and dreamstone hedron.
then in your support cards run mind stone and commander sphere. and any more mana creatures you want.
what you will notice is that you will have an absurd amount of ramp and draw options. what is left over is 20 plus main deck cards and 10 or so removal options. you have maybe a little under 20 cards that can thin out your deck or draw.
then run the sac lands and you will have another 5 plus lands that thin out the deck. about 1/4 of the deck will be able to thin out the rest of the deck.
Don't write the 3 mana rocks off completely; If your deck is built such that you're casting your commander on turn 2 like 80%+ of the time, the 3 mana rocks are very appealing. Especially Relic of Legends and Honor-Worn Shaku.
Like Giada?
@@IshmaelHo No, Giada creates her own mana. You don't need to be tapping her to Relic of Legends.
the moxfield ad was so good even beezie dident see it coming! No amber🥺
Y'all should consider linking the card draw and removal episodes in the description
Hey Cherries! The scene depicted on your shirt? I've actually BEEN there!
So I've BEEN there and DONE that, but you got the t-shirt? Where's the justice.
Nitpicking Nerds Holy Trinity: Nature’s Lore, Three Visits, Skyshroud Claim
I swear by it as an Aesi player
Literally tho 👌🏻
I find that the familiars are good in decks that are much heavier in the two colors it’s reducing them the other color
I saw this vid earlier but when i went to go look for it when i actually had time to watch it was gone 😭 im glad its back you never know what you have untill its gone 😔 6:44
Cards I didn’t hear mentioned that deserve it:
Relic of Legends
Seedguide Ash
Shadow in the Warp
Urza’s Incubator
Cloud Key
Carpet of Flowers
Trace of Abundance
Burgeoning
Azusa
And any cards that bring lands back from the graveyard like Windgrace
I'm really struggling with a Sefris Ramp package. Sefris is a esper 3 drop, cares about creatures, but the Signets and Talismans feel so good.
It really depends on what the avg. cmc of the deck is. If you're under 3.0, then 32 lands, sol ring, arcane signet, and your 6 Talismans/Signets should serve you well. If you're at about 3.2 then 33 lands and 3.3 would be 34 lands with all the ramp I listed. If you're above 3.3, try lowering your curve.
stormscape familiar, ornithopter of paradise and the 2 drop myr dorks might work?
@@dirtyfrench2926 32 lands is too low, are you serious? If you don't draw enough lands you will not have mana for ramp, or will lose half of the game playing artifacts instead of spells
Dowsing dagger is amazing if you can reliably hit a player with the equipped creature
@@yavivanov6650 I'm dead serious, 32 lands is the MOST I run in any of my decks and I rarely have any issues. Way to offer a solution of your own there hoss instead of just telling me how "wrong" I am!
I prefer to run less ramp and reduce my cmc, i rarely run cards over 5 mana and normally only a couple of them.
I'll normally have 8-10 rocks or rituals though, however my artifact decks has so much treasure creation its 90% ramp 😅 they've really pushed treasures.
In a creature heavy deck, after you’ve slotted in the one drops and natures lore and three visits, would you go to something like far haven elves OVER rampant growth? I’m tempted to pull my two cost spell ramp for three cost creature ramps like yavimaya dryad/ farhaven, springbloom.
I personaly go for the 2 mana ramp spells (rampant growth, farseek etc) and the 3 mana creatures (woodelves, elish rejuvinator etc) when in green.
Edit: I also have two 3mana rocks i go to almost always when outside green, being worn powerstone and coalition relic as both can give you 2 mana the following turn.
Do you have videos for the other aspects of commander? Such as "Spot-Removal, protection, ect."
What do people think of 'Traverse the Ulvenwald' as a fetch spell? I keep reaching for it but never hear it talked of.
It's color fixing since it doesn't thrown them onto the battlefield. I really like it in three color decks cause it helps get your colors and it has upside in the late game. However, I have had it sit in my hand in the late game. Be prepared for it to sit in your hand especially if you're not playing mill. Delirium is much harder to achieve in EDH.
@thedark1owns thanks man, I like that I can get any land I like, Beezy Field of the Dead, comes to mind.
Also like the creature fetch, but you say you have had it sit in your hand late game, you never used it for creature fetching?
Currently having trouble finding a balance for the ramp cards in my Mono-green Thrun breaker of silence deck because ramp doesn't seem to help very much once I get my commander down but getting him down early is always very very helpful... Also I'm having trouble with the ramp in Graaz the juggernaut but it's really more of a colorless issue and the conundrum of should I use some fast mana since I'm in colorless trying to run a super slow 8 mana commander or run more dorks that will end up being 5/3s later.
The moxfield ad played at 12:14 am PST on May 25th 2023. Anyone else find it?
Biggest ramp spell I use is boundless realm might be a bit under rated
First time guesser. Moxfield add at 13:43
Appreciate your first (wrong) guess!
Why do you always choose to ignore faeburrow elder? 1GW for a vigilant 5/5 that taps for 5 blows most of this list out of the water, the only thing you could make a case for being better than it is bloom tender, and then if you care about the creature for anything other than mana elders better
What about ramp in dimir, like Wilhelt?
I don't think you could find that many synergistic ramp
I use strixhaven stadium to have a token wincon on a ramp card, crowded crypt is often removed before i get to use it's effect but is amazing. Ashnods or phyrexian altar are great with zombie aristocrats and phyrexian goes infinite with gravecrawler. Bontu's monument is technically ramp with a great effect stapled to it as long as you are mostly black dimir and not heavy on blue (i think i run 2 or 3 pure blue creatures in zombies).
There are a lot more card draw synergies but zombies do have some mana stuff to play with.
@@egoish6762 hi, thanks for the ideas. I have bontus monument, and was just contemplating if it's good enough, since it ramps only when you have creatures to cast..have to test it and see
@@yavivanov6650 don't forget it applies to stuff from your yard as well, gotta have some graveyard in zombies 😁
I was hoping you guys would help with Boros decks, outside of “use mana rocks”. I’m building my first Boros deck and can’t think of any ramp outside rocks and knights of the white orchid, which doesn’t synergise too well for an equipment deck
Sword of Hearth and Home, Sword of the Animist, and Bitterthorn Nissa's Animus, are all true ramp (meaning you don't need to have less lands than an opponent) attached to equipment cards. Two of them trigger on attack, and one triggers on combat damage to a player (use double strike to trigger it twice). None of these will really help you in the first three or four turns due to costs (that's what the mana rocks are for), but they will keep your land count increasing as the game goes into the later turns. Bonus to The Irencrag for being a mana rock that can become an equipment later in the game if you no longer need the mana.
Fun moxfield story. I was brewing a Halana and Alena deck so I decided to check out Joe's deck, and I discovered his Xira deck on there, which was perfect because I have wanted to make a control Xira deck ever since she was spoiled and it has given me so many ideas. The idea of a parasitic wasp is just so cool, but I already have an aristocrats deck and I don't really like the weird tribal decks.
When you guys says average mana value is the with land or without land?
Any suggestions on what ramp to put in an anje deck? Most two mana rocks just feel bad
Finally someone speaking about 10 ramps being low.
I think in non-green decks, if you have 5+ Legendary Creatures, *Relic of Legends* is an absolute must-have. While it is a 3-mana rock, it also likely taps for 2-mana right out of the gate.
Nah
Absolutely, esp. if your commander doesn’t go into combat.
Video idea/request. Top 10 ramp/removal for each mono color.
For Beezy’s fan theory of a black red goblin cycle for Sacomancer, I think he means Necromancer 😂
No it's sack not sac
100% Sacomancer
So in my jetmir deck which doesn't need to ramp into big stuff because everything is small and it's making 1/1 tokens
I should run all the relevant elves - birds of paradise - blood tender ?
Depends on the average mana value, but even cEDH decks with an average mana value of like 1.5 run dorks
@Nitpicking Nerds 3.7 (RWG)
Currently running
Farseek
Bloom tender
Three visits
Elvish mystic
B.O.P
Findhorn elves
Llanowar elves
Nature lore
Cryptolith
Wood elves
Avacyn's Pilgrim
Awaken the woods
The Moxfield ad will be at 8:88 which is 9:28.
Respectful guess
I like Yavimaya dryad, forest tapped, but it has forest walk in a deck that cares.
Is Terramorph a good ramp spell?
Why is there no etherium sculptor in brudiclad?
When you calculate avg mana value are you including lands or just spells?
We don’t include lands 👍🏻
Video could have done with more non-green content imho.
My worst nightmare came true: a Cherries’s “BUT” followed by youtube announcements
There's an overgrowth type of aura in shadows over innistrad set that makes two mana of any color and gives you a clue token. For the same mana cost. I found it in my binder yesterday and I was like.. Why do I not use this..?
do you remember what its called?
so when you showed your ramp pieces for henzie 7:00 you didnt show Atsushi, the Blazing Sky whitch caught me so i checked, you have Atsushi, the Blazing Sk aswell as a, Ruthless Technomancer , Ancient Copper Dragon and Old Gnawbone in your henzie deck. I would also count commanders and companions towards deck stats so thats 21 ramp pieces not 15, thats not crazy number either my henzie deck runs 19 pieces
In comparison to Sword of the Animist, I think Atalan Jackal should be getting more love. Sure it has to connect to get the land but it's a 3 mv hastey boi, so early in the game there's usually someone you can get through for the trigger. At $1.50, I think it's a really good pick up for your gruul+ lists.
I agree and the stomper from snc wasn't included with wood elves they are the same card but one is a big dinosaur
@Tuchpi look the same to me and because it's green you're going to be at 7 mana anyway s
My dragon tribal plays 35 ramp. 10 ritual, 15 lite ramp, 10 heavy ramp. Can never have enough mana!
Tempt with Discovery is always an mvp - as soon as one person caves to temptation, it becomes a 4 mana search for any 4 lands untapped.
My play group just shakes their heads when I play Tempt with Discovery. I had to pull it from the deck.
@@doktarr what, it's a 4 mana ramp a land lol. It's very bad, if people play correctly and don't use it, which is very obvious decision. So bad card, and/or bad players
@@yavivanov6650 if you've missed 2 land drops, you might be tempted with discovery :D
Me when I grab a strip mine type of land with the tempting offer :)
@@doktarr The trick is to politic it. "I won't kill your commander if you take the land". I guarantee once one person folds, the rest of the table won't want to be behind. :)
What was the commander for the Jund deck?
Joe’s creature deck is Henzie and the control deck is Xira
Best mono green ramp? Have a Gargos Hydra deck that I wish could be a bit faster
Cant go wrong with three visits and natures lore. Both basically the same card and allows you to cast a 1 drop spell the same turn. 3visits into llanowar elf feels sooo good
Ah. Tony Hawk's favorite subject.
What about Circle of Dreams Druid??
I'm always looking for good ramp
Lies! You do have a sol ring in your Liara deck, I found it in your moxfield deck list. BTW, I was surprised that your moxfield affiliate link isn't at the top! 😁
I play commander since 2016 and winned a ton of games. I never had ramp in my decks. No mana ramp, no land search no rituals, just normal land drops. I dont understand why every one plays ramp.
I will absolutely strip mine any land with wild growth on it every day
My guess is 19:14 for the moxfield ad.
Edit: Nope!
Relic of legends is a pretty good 3 mana rock (IMHO)
Very underrated
that was some quality long format content
Thanks for the kind words!
Average mana value with or without lands?
Without 👍🏻
Repeated treasure maker you forgot is Glittermonger
No love for Thran Dynamo?
What if I dont wanna be a ramp deck?
I am new to edh, if I plan a deck is there any place to get it reviewed?
Discord or friends who play and or trial and error is fun despite how it sounds. You learn a lot about what cards you like and don’t like just from that
builds omnath, the big green mana batery commaner deck
GIVE ME EVERYTHING!!!
Dockside isn't ramp because you want to ramp early to get ahead and dockside requires a board state.
Relic of Legends is a good one too
Moxfield ad guess: 22:22
Yay, intro!
Cultivate and Kodama's Reach should be junked already. Even on budget, this game now have so, sooo many greater options, often direct upgrades to what these two do.
Even some green Pauper EDH decks do not run these anymore.
was this a repost?
Yeah the original was missing the intro
I used to do solid 10 ramps.
Then I realized that except in starting hand a land is often better……
16:27 moxfield ad
Thank you. I am upset youtube ain't showign me your videos. REEEEEEE.
Maybe if we reply to your comment they will!
Did you think Cryptolith Rite Is ramp?
Yep!
@23:40 - I’m pretty sure ‘derogatory speaker’ was banned with all the other racists or culturally insensitive cards
Ad will be at 17:30
Was crazy close 😂