RAMP TIER LIST for Commander | Ranking and Comparing the Most Popular Ramp Cards in Commander
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- Опубліковано 2 жов 2024
- These are the most popular ramp spells in Commander, ranked according to how strong and playable we think they are! Follow along as we compare and contrast these spells in a way we haven't before.
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The green/non-green distinction only on talismans is not enough, the whole tier list could have been split in two: green/non-green.
Cultivate in mono green deck? Completely trash.
Cultivate in three colored decks? One of the best mana fixer.
I definitely see their point in setting apart the green mana rocks vs other mana rocks, but I still like having them around. Especially when creature based ramp might get shut down or actively impeded.
I play a Gruul signet in a red/green elves/dragons double tribal deck. Don't look at me like that, if someone wastes removal on a signet I'm winning out in that situation.
@@cabbagedestroyer1693 would cultivate not be better in a mono green deck as there is far more basics? I’m many of my three color decks I don’t run very many basics
@@odstp1tv1pr37 why would you tun cultivate in mono green when there are sp many better options? Unless you are doing landfall/ramp deck.
@@cabbagedestroyer1693 I do play mainly landfall, but other than sky shroud claim, nature’s lore, and three visits. What are the other directly better options? And how is cultivate better in a three color deck than a mono colored deck?
Found your channel recently but I love your content! Your videos have helped me build my first ever deck, keep it up 👍
That’s amazing to hear, who is the commander? 😄
I think the talismen and signets are much different. Being able to use the talismen right away makes them much better than the signets
💯 agreed. The talismans are way better than the signets
Aight hear me out. Signets can also be used right away as they enter untapped, they only ever cannot be used the turn they are played if you have two mana. This means that this upside that Talismans have is only ever relevant on turn 2. On turn two their ability to be used right away would only be used to cast a 1-drop. But if you had a 1-drop it would have been played turn 1.
The conclusion to this is that the Talismans' ability to tap without mana is only ever a real upside when you have a one drop to cast on both turn 1 and turn 2, assuming neither one drop was a mana dork (because then you could just activate your Signet anyway). So my question is: how many times have you ever wanted to play two non-mana dork 1-drops turn 2 in conjunction with your mana ramp?
@@anonymoususer5351 ok, imagine playing a draw spell and having 2 mana left. amomg the cards you have drawn there is a talisman and a 1 drop. With the talisman you can play both. With the signet you have to decide. And these corner cases just pile up. Talismen already arent the cream of the crop, so this difference means make or break for me
@@anonymoususer5351 They also lead to awkward turns where you can't have the mana for Mana Drain/Counterspell, Necropotence, etc. The color filtering of Signets matters less as you upgrade your mana base. It's why a lot of cEDH decks don't run Signets but run Talismans.
Talismans are so much better. Especially as they act as a mana source without conditions vs requiring another untapped piece to use.
A lot of these are too situational to put on an objective tier-list. Like a lot of people have already said, faeburrow elder just isn’t the same in a 2 colour deck as it is in a 5 colour deck. Also applies to mana vault, etc.
Same with Nature's lore vs farseek. 1-2 colour deck, nature's lore is pretty good, 3-4 colours and Id rather play Farseek.
@@Basimilus completely agreed
@@Basimilus Nah, in any number of colours, nature's lore still destroys farseek. Duals and shocks make both of them 5c ramp but nature's lore comes into play untapped which often leads to lines like t2 natures lore > breeding pool untapped > mystic remora. The difference is pretty staggering.
I think you're undervaluing Explore and especially Growth Spiral a bit. They're mostly cantrips with useful text tacked on. You don't play GS to ramp, you play it when you have a counter or similar on hand and it wasn't the right time to use it
It’s all about that instant speed action
I personally prefer Explore/GS to Rampant Growth. It's better when mana flooded as it gets rid of one of your lands in hand and maybe your next draw isn't another land. From my experience, around 2/3 to 3/4 of the time Explore will ramp. Rampant Growth is always a land in your hand and always ramps but consider this - 3 Rampant Growth + 1 other non-land card is about the same (maybe slightly more) ramp effect as 4 Explore. However, 4 Explore will let you see 4 new cards out of which 2 should be non-land.
In sum, Explore adds less sudo-lands to a deck for similar ramp effect, while costing around 25% more mana (because more Explore cards must be cast for a similar ramp effect). This is better late-game when card advantage matters more and is also an additional reason Growth Spiral is good in control / reactive decks.
Note: Using Rampant Growth, a fetch, slims your deck's land count - increasing the chance of non-land, but this effect is very small in commander because the decks are so large. Drawing more non-land cards with Growth Spiral is more tangible card advantage.
Good content and great insights for people who might need some help figuring out what pieces they need. U do find it hard to talk about ramp spells without considering what's being ramped into. Of course in edh that becomes a bit of a dubious question as you're often ramping to be able to cast multiple spells a turn rather than a playset of a big thing you're almost always able to find. But the discussion of, for example, rampant growth versus cultivate for me tends to be the difference of running a 4 mana or maybe a 5 mana commander where I would never run cultivate in a deck where I want to power out said 4 mana commander. This is of course not the video to have that discussion but I would've liked a mention.
wayfarer's bauble is 3, but I think it's important to note that its not necessarily 3 on the same turn. If you have it in your opening hand, you play a land, get it down, then it's still ramping you on turn 2. Unless you had a sol ring in your hand, you probably weren't doing much with that turn 1 land anyway.
26:15 As long as I'm S-Tier in everyone's hearts ❤️
I believe in you, Bauble.
First up (in our hearts) is Wayfarer's Bauble. It's great that you're back to being budget.
@@spurcalluth6300 Where I should have been all along! Plenty of me to go around ❤️
Get in my bulk pile you beautiful bauble
I play you in every deck it's okay sweetie
I think there is an argument that 1 mana dorks should be A tier and 2 mana should be B tier, simply because they do not tap on the turn they come in and they do die to sweeps. Their synergy with your deck not withstanding they are objectively worse than the best land ramp in a vacuum.
Would be cool to see a tier list for some of the more casual artifact ramp, i've found myself playing midnight clock, cursed mirror and strixhaven stadium recently when powering down my decks.
Sad to see Springbloom Druid didn’t make the list this year! Although I can easily see myself running out of basics if I fully utilized that things power, and maybe that does hold it back, but I still think it’s better than Harrow.
Just not played as much as all these
Same with travelers amulet
I put all my decks on Moxfield and it did help me get way more organized, and also helped figure out the expensive cards I could sell off
I saw the moxfield symbol & thought it was a trap I still didn’t see it coming lol
We are too strong with the ad placement!!!
This is a prime example why green never needed treasures
For the last time, inclusions are decided on what fits what, not on what is needed. Every color needs the things they are bad at and are plentiful in the things they are good at. Nobody goes "this is a prime example why black never needed more kill spells" and I think you might want to learn from them.
@@qwormuli77 treasures fit red or black or white alot better
@@zacharybecker8228 But green serves the purpose and aesthetic of mana generation. Out of clues, food, and treasures, treasures are the only one that make sense for it because there isn't any +1/+1 sacrifice artifact
Moxfiekd solid S tier. If I start with a battlefield full of moxen I’m gonna run away with that game quickly
You guys missed my favorite ramp spell. Retraced Image, from Torment, for the mono blue ramp. And yes playing it on turn one sets you back a card, but you're mono blue, you're going to be drawing all the cards anyways.
There is a difference when playing more colours. Faeburrow Elder for example in a five colour deck ist very different than in a selesnya one.
In general i think magic is too complex for these tier lists, no matter how popular they might be.
I don’t think most people are making deck decisions based solely on a tier list. They are just a bit of fun
Sometimes I'll play arcane signet only in three color green decks where green isn't the dominant color. There's many times where I'll have green ramp in my starting hand but no green sources. Being colorless kinda gives it that edge in three color decks where Mana fixing is a lot more crucial. But yeah only play it if green isn't the dominant color.
I choose to run it anyway because it's untapped, playing it then another dork feels good
@@faultywiring1004 yeah definitely playable even in green decks
In 3+ colour decks its a bad choice to not play arcane signet. I own exactly 1 deck without arcane signet in it, and thats elves for obvious reasons. You need a very good reason to not run it imo, and just being in green isn't a good enough reason. I genuinely think people overrate land ramp
@@spudster8887 i've got a few rocks in my elfball. my local meta is very wipe-heavy.
@@Fausto_4841 my condolences hopefully your local meta gets with the time soon
I will defend Commanders Sphere in 4 and 5 color decks for mana fixing. Edit: I am building a 3 color, non-green, deck and I will make some changes to my mana rocks based on this. (Adding Talismans.) The deck I’m working on is Oloro, Ageless Ascetic, if you’re curious. 😝
Chromatic lantern is way better for mana fixing tho, Commander sphere is outclassed by both that and signet. Only reason to play it is if you have something that deals with artifacts being sacrificed
Mirari's Wake is not ramp, it's a wincon :)
I think that Cultivate and Kodama's Reach become more valuable in decks with a critical mass of 1-mana dorks. It's much better going turn 1 dork, turn 2 Cultivate than turn 1 dork, turn 2 Three Visits.
But if you have mana dorks, you probably have either creature or graveyard synergies. Those decks would choose 3 mana creature ramp and spells like Primal Growth, which benefit from the same mana cost.
@@qwormuli77 Yeah, also. Depends on the deck and on how many ramp spells you want!
I am watching this and realising how much of a "ramp privilage" i have playing Derevi (not stacks for god's sake).
Hey dudes, I was wondering of there's a reason you don't keep the card you're talking about up until you're ready to place it. If you're not watching the video straight through, it gets hard to follow what you're talking about.
You mentioned a lot about how Harrow works for landfall decks, but don't forget about the power of Harrow in graveyard decks! There's plenty of decks that are just happy to throw a land into the bin incidentally, and Harrow is more than happy to oblige.
Yeah I can’t imagine cutting Harrow in gitrog
I think a nice little addition to video styles like this would be a card that you guys are surprised that is not in the top 25 cards
Into the North? B-? Similar to Farseek but can get a forest as well but with negative of requiring snow land targets.
I actually think that Into the North is also better than Farseek, since in addition to snow duals it can also get Dark Depths, Faceless Haven, or Scrying Sheets, should those things matter :)
@@sailorforce dark depths is complete and utter crap in commander, and so is faceless haven
I think your evaluation of green signet and talisman is a bit off, first it’s fixes you if you don’t have acces to green mana which happens sometimes it’s 2 mana colourless untapped can lead to crazy turn with sol ring
Agreed.
Its a kinda specific ask, but id love a generic tribal support tier list!
The best cards that can support any tribe (assuming colors)
I believe there is one mana ramp method that was not mentioned and doesn't get mentioned nearly enough... COST REDUCTION... stricly superior than rocks in my opinion based on how cumulative it is, so mentioning at least the amulets would've been nice...
Ps: Suggestion on a video either on cost reduction, or previous staples and the cards that pushed them away
They said at the beginning that it's just the most popular stuff on edhrec which the amulets aren't bc of price (wotc pls).
Goblin Anarchomancer is a budget allstar for me and good for many non-budget deck, too.
Big disagree on faeburrow elder, in your 3+ colour decks its realistically another bloom tender. A 3 mana dork thats tapping for 3+ mana per turn? Thats a threat that people have to deal with or you will get out of hand pretty fast. Also putting skyshroud claim above it is kinda funny, when skyshroud is EXTREMELY clunky, to the point of basically being unplayable unless you're a lands deck. If 3 mana ramp isn't where we wanna be, 4 mana ramp is in the realm of wouldn't touch it with a 10 foot pole.
I was going to say this exact thing. Honestly, decks with white and want bloom tender would also run faeburrow. In those decks its 80% as good.
@@ed8054 Another card i think far too many people sleep on, outside enchantress is sanctum weaver. If your deck has like 7 other enchantments, slap her in your deck. In casual games, i think people heavily underrate ramp that will scale with the game
@@spudster8887 I can agree with that. Sanctum weaver also has the benefit of going infinite with tons of stuff. I will say it depends on the playgroup though. Ive played with groups where they all have tons of removal for all kinds of permanents, so artifact ramp was useless. Wayfarer's bauble was S tier in that game lol.
@@ed8054 The way i see it is, if they're blowing their removal on my ramp, im just going to combo off in their face once they're down expending said removal haha
B for faeburrow elder for sure
I like to use Thran Dynamo (for non green) and Lotus Cobra (Synergizes with green's land ramping and also if played on turn 3, can refund one mana if you play your land afterwards, which may help you cast colors you may be missing in your mana pool)
I don't think the fear of harrow getting countered is justified for where it is on the list. At least in my group and LGS people save counters for the big game winning stuff
I’ve gotten good returns from *Springleaf Drum.* Any creature you have can be a hasty mana dork for the turn.
It needs to be in the right deck, but I always love to see this card in my rat or goblin decks.
Springleaf drum is frickin GOOOOOOOD
I missed Fertile Ground for me its right behind Overgrowth! Great vid and cheers!
Haven’t watched the video but you already KNOW the moxfield ad is at 16:32
Close but NO CIGAR
@@NitpickingNerds The grind never stops 😤
Oh baby now this is a tier list I can get behind.
Elves of the deep shadow is the newest mana dork I found that I love now
I think one thing that needs to be taken into account with cultivate is purely just how large your commander is. If your commander is only 4-5 mana, cultivates drawing of a basic is somewhat meaningless, you hit 4 mana after playing it. However, if your commander is 6 or more mana, the ability to reliably continue playing lands turn on turn isn't something to simply ignore.
It still isn't close to being the best ramp spell. Skyshroud claim still kicks it in the dick, and all of the two mana ramps that allow you to pull out dual lands are better too. But when there's a more long term goal, and you're not playing your ramp spell on 2 or 3 with the intention of the next turn being a pop off, rather just another stepping stone, I'd say it certainly has a better place there.
Land enchantment ramp is good because it's not usually enough of a threat to warrant single target removal and there aren't many enchantment board whipes. Plus not many people run land destruction and when they do, they target high priority stuff like urborg, cradle, maze of ith, etc.
Where does sevinnes reclamation fall? One of my favorite ramps!
Happened like 3 days ago:
Turn 1: Island, Solring, Arcane Signet
Turn 2: Coral Atoll (bouncing the Island), Thassa God of the Sea (Commander)
Turn 3: Island, Caged Sun
Turn 4: Island, Expropriate (gaining control of all commanders and table surrenders)
After that game Expropriate got banned from my playgroup.
Now was it the Expropriate or the Sol ring that caused the problem?
Expropriate
Both.
Edit: Props on that Thassa as a commander, though. Have had one bouncing around since OG Theros and haven't actually though about helming a deck with it. Might you have a list for your deck anywhere?
Could you please keep a small image of the card you’re talking about underneath the video window for the duration that the card is being discussed? Tyia
You two sleep on green artifact ramp too much. Artifact ramp has one thing creature ramp will almost never have early. Haste. You can Sol Ring -> Artifact Ramp -> 1 Mana spell first turn. You cannot do that with a mana dork. And along said Mana dorks you can do plays like Ring -> A Ramp -> M Dork. I'll run the Talismans, fellwar, and arcane. The signets I agree are just too slow in green, you need a mana to tap them so they have less early synergies (2 total mana to get 1 from Talisman vs. 3 Mana to get 2 from Signet.)
Well, yeah, fast mana big three is good enough for ~everything, as seen by the S+ placement. Doesn't factor that much outside of those, especially when considering untapped land ramp is exactly like haste ramp outside the green requirement and a much safer result.
Hair looking clean Joe
Man I haven’t played as much magic since the pandemic started. Love your content.
Sooo as a newish commander player, if I play a lot of 1-Mana Dorks, do I still play the 2 mana ramp spells over cultivate/kodama's reach? I mean a turn two cultivate seems better than a turn two three visits.
If you have a consistent way to play mana dorks on turn 1 you can jam a bunch of 3 mana ramp in your deck no problem!
If you almost always have 3 mana on turn 2 it is usually better to play the most powerfu or useful/synegistic 3 mana ramp than 2 mana ramp
People need to stop under rating kodama’s reach and cultivate. They ramp and then replace themselves with a land in hand. Ramping a land doesn’t do much if the next turn or a couple turns later you miss a land drop (in that case you paid mana to play a land).
Your argument is moot. In any game where a player ever misses a land drop, they will have paid mana for a land drop with their prior ramp spell no matter whether it was Farseek or Cultivate. Cultivate just slows that inevitability down.
Why Cultivate and Reach are worse than other options is that they are a turn slower. Mana ramp is good because it accelerates what cards you should be able to play based on what turn it is. The acceleration factor of those cards is simply 33% worse than a two cost land ramp spell (3 to 5 compared to 2 to 4).
Agreed, also #deckthinning lol but for real I always like to look at them as three Mana ramp 1 draw 1 (even tho it's always going to be a land) it's technically card advantage.
@@anonymoususer5351 yes but you’re less likely to miss a land drop by getting an extra in hand. I believe in most levels of commander that card advantage is a greater value than being a turn earlier.
So you love 1 mana dorks and 2 mana ramps but hate 3 mana ramp spells. Its funny because mana dork t1 goes to a 3 mana ramp spell really nice. Especially a rampant growth that draws a card.
Dang we never said we hated them, just don’t play them much 👍🏻
A very underrated ramp card in my opinion, is priest of titania, it not only taps for your elves dorks but also your opponent's. You can easily get 4 mana by turn 2 with it
I like that you said we couldnt guess when Moxfield plug would come but then you had it visible in alphabetical order from the start. 🤣
"Dorks fall off at 2 CMC"
Priest of titania - scuse me?
One piece of synergy that places the land auras above dorks for me is land untappers. Kiora's follower, voyaging satyr, some versions of kiora, garruk wildspeaker, franctic search... I've found myself building around that kind of ramp package more often than the usual suspects of three visits, sakura, etc. I even end up including the other land auras that cost more a lot of the time.
Vizir of the Sands
Wait, no Search For Tomorrow? It's a great turn 1 ramp spell! It's at least B tier by approximation, but could be higher
Easily as good as Rampant Growth for most decks and often better. Especially good on a budget, as now-a-days it costs cents.
What do you guys think of „Rampant Rejuvenator“?
I knie 4mana Ramp cards are not really good, but the Potential that that card has is just so big.
I personally play it in my Mazirek Sacrifice Counter Deck. Through my Commander and other Support cards I can make all my Team including the Rampant Rejuvenator really big and then make it hard for my enemies to swipe the Board cuz otherwise I’ll just get even more value through ramping and filtering out so many lands of of my deck. Oh and not to forget that those Lands come untapped
Even exile effects are useless against it because I always have a sac outlet ready and wait to Play my Commander and other cards that wanna get big quickly until I’m set-up
Commanders Sphere shoud bottom of C. Ther is few stuff that i think you missed.
1. The Draw aspect is even more imporent if you draw it late game - this makes it not a "dead" card late in game.
2. Its super "cheap" in $ - i know it dosent metter in them of power. But this one is really cheap - you can like get 1 for each of yours deck and still spend less then 1 good meal :D
3. I dont know why but you never cosider that it cost "zero" colored mana... thats a super importent for lower power level multi colored decks... better then any Green Ramp for thoes deck.
you cant put birds of paradise in with deathrite shaman as being equals drs is totally different
I agree. Birds of Paradise does the same thing no matter the metagame. Deathrite Shaman is more than just a mana dork. Depending on the decks you're playing against, he may never be used that way. The three options Deathrite has makes him useful against at LEAST 3 opposing archetypes.
Birds of Paradise is and always will be a flying mana dork. So yeah, Deathrite Shaman needs to be considered separately, he's much more than just a mana dork.
Deathrite shaman is op
Weirdly enough I find natures lore/three visits/skyshroud claim to be at its worst in 2 color decks since they can’t get both lands and there’s only like 3 non basic forest targets that tap for 2 colors that are already getting hit by fetches (revised dual, shockland, and maybe snow dual)
They’re probably at their worst in the enemy colored 2 color green decks, but we still love them. At least Ally colors have the BFZ land and the cycling land
@@NitpickingNerds thank for replying. I'm working on my Gitrog deck and I like the fact that they pull lands for landfall triggers that I can then sac to scapeshift, but at the same time Bayou and Overgrown Tomb are the only fixing I can get with them. Not to mention that I play 10 fetches that I can recur as well as harrow, springbloom druid, and roiling regrowth, so trying to have that many basic land targets is a bit difficult. Might just swap three visits, natures lore, and skyshroud claim, for 3 mana dorks
I reduced the decks in which I run cutivate. I agree that 3 mana ramp is just kinda bad atm (which is a real shame, since I love the slower commander gameplay). But the upside of cultivate, when you don't have lands lands in hand just feels sooooo damn good. In that sense nature's lore feels kinda bad, since if you dont have a land in hand you just payed 1 mana for your land drop. Don't get me wrong 2 mana ramp is better, but the feelsgood part of 3 mana can be kinda nice
Given that three visits and natures lore only get forest I think they are A tier not S tier. Arcane signet is more universal
They fetch any land that has the forest supertype. So they can get dual and tri lands as well.
Shoutout to my man Dreamscape Artist, the jankiest blue ramp you ever did see
I have him in an Oskar deck, and he is SOOO good there
signet and talisman in the same square is tuff cause getting your 1 mana on the turn you play it can be huge
I have a question for you guys: during Commandfest Montreal, what days will you be there? I can most likely only make it on Friday, but I would love to see you two in person!
I agree with most of this I personally think harrow is better than cultivate it gives mana back
Agreed
I really hoped you would rank primal Growth. I really think this card is underrated as hell. Base Level 3 Mana 1 Basic untapped is Ok, similar to rampant growth. But if you sac a creature you get 2 Basic Lands untapped. And I think this nuts. In the Decks they want this, sac a creature is not an downside but an upside.
Yes it is niche but 2 Lands Untapped + sac trigger for 3 Mana? Would be happy to hear your opinion.
Sacrifice Veteran Explorer or Viridian Emissary to Primal Growth and ramp all of the land
What!!! what about stuff like Harrow, Sakura Tribe Scout, Thawing Glaciers, Voyaging Satyr, Amulet of Vigor, Journey of Discovery, and Primal Growth!?!?!? Incubation Druid? Kamahl's Druidic Vow?!? Springbloom Druid? Circle of Dreams Druid?? Druid's Repository???
Kinnan is a huge outlier for a lot of the green artifacts
A lot of ramp is very deck dependant. In my Atraxa deck, I'd much rather use cultivate and kodama's reach than mana dorks, because most dorks make green only, while these two, while slower, fix my colors. Since in my group, we don't run expensive lands. So fixing colors, even with basics, is really good. And Atraxa is 7, so I have plenty of time to ramp up with 3 mana ramps.
Command Sphere is still really good in 4-5 mana decks, or any deck that doesn't run green.
So yeah this topic is very debatable with each and every deck.
I feel like on average Sol Ring is better than Mana Crypt except during the first few turns of a game. Mana Crypt is 100% one of the best cards in the format but it gets worse the less efficient the rest of your deck is; I've seen a ton of people building slow decks with Mana Crypt and wonder why they die when they dome themselves for 12+ damage in a game.
All that is to say is Mana Crypt is SSS+ Tier for competitive play, but Sol Ring is SSS for almost every deck in EDH full stop.
Commander’s Sphere at D is yikes. High power commander (not talking about cEDH) is not necessarily representative of commander as a whole. I’d love to run Commander’s Sphere in most decks, even single color decks, especially when my budget is lower.
I get that I don't need that many rocks in creature decks, but the secret lair Golgari Signet looks way too awesome to not play.
It do be looking nice
have to disagree with putting faeburrow elder so low.
I agree its not as great as bloom tender, but putting it THREE tiers below it while putting solemn and wayfarer's above it? come on guys...
I didn't think Sakura tribe elder and skullclamp work, if you eqiup skullclamp Sakura tribe elder should die by state based action and you shouldn't get a chance to sacrifice it?
When you don’t need a ramp spell like rampant growth in the late game, Sakura-Tribe Elder is worth 2 cards if you have a skullclamp. Just an example of how the body is more relevant than the sorcery even though they seem similar
You missed traverse the outlands, animist's awakening and shard convergence. yes, the traverse costs 5 and is dependent on a big creature out but in the decks, it fits in like hydras and or borbarigmose it grabs 7-infinity basics for 5. animist is a x spell that looks at lands from the top of your deck but in a hydra and or borbarigmos deck it's going to hit several and they don't have to be basic. shard convergence cost 4 grab 4 lands. i use it to grab triomes in big dragons.
Hmmm Mirari's Wake is an S-Tier by long shot... this card alone makes my friends winning everytime because they start raining mana with this ...
I think there should be a separate tier for cards that are so powerful that they ruin games, like Mana Crypt. Maybe a Y tier for whY did they decide to print the card?
You really just said Mana Crypt ruins games lmao, stop it.
@@FatesxofxthexDead so did they and it’s true
@@ICEDNOTBLENDED no it doesn't /facepalm
As someone that has gone against it multiple times and won I can easily assure you it's not. It just sounds like you're mad because the card is expensive (which is dumb that the card is the price that it's at). Besides that it makes you more of a target to others
@@FatesxofxthexDead Have you seen/heard the video? on this and Sol Ring?
@@knabseraph haha fr he doesn’t understand what I’m saying at all. My basic point of the Y tier is that they’re cards that are really really good, so good as to where you shouldn’t run them because everyone is gonna hate you and target you (as the guy said himself). Like there’s certain cards that are really really good that won’t get you targeted like one mana mana dorks and those would be S tier as opposed to mana crypt/sol ring which I have heard results in measurable higher win rates when someone plays them on turn one
You might point out for D tier that it can be cards that have potential homes, but that have very few homes and are terrible compared to other options in the same colour identity.
Arcane Signet is nice in cEDH because they run a ton of 1 mana interaction, so having played Signet doesn't mean they can't interact.
Sanctum Weaver >>> Bloom Tender, it's infinite mana with Freed from the Real, what could ever go wrong? But seriously, I run this in Sisay, and I even run Chain Stasis as another option, since infinite 1 mana of any colour = infinite Sisay = infinite Legacy Weapon = very angry opponents. I do run Bloom Tender as well though, so yeah, it's good.
In regards to dorks dying to a wipe, you do need to have a board presence to warrant a wipe, so if nobody has one yet, play your dorks, maybe don't play them out when someone is muttering 'Farewell' under their breath.
Cultivate/Kodama's Reach are cards you run where you care a ton about landfall, either because you run less lands or because you just want that extra land that badly, that you'll pay extra for it and run enough lands that you'll never be screwed out of playing it. I think it's a B, simply because it's so good in the decks it's good in, but it's bad in some decks I suppose, but never anywhere near unplayable. Fareseek is better in an average non-mono-Green deck I agree (...), but there are for sure lots of decks you'll not want Farseek but will want Cultivate.
I bought a bunch of The Dark Felwar stones when I started playing again, because a 2 mana rock that made coloured mana 'seemed good', and I have a 'thing' for the T tap. It's nowhere near my best buy, but it was a really good one at this point, The Dark had really good art in hindsight.
I think Harrow is better than you guys say, but it's very open to blowouts. It's pronounced 'hair-oh' btw, named after the farm implement. Getting 2 untapped lands can enable you to surprise someone with a counter, which can be priceless since you can even find Island Island to Counterspell, let alone Island Anything to Negate. Harrow's untapped lands will win you the rare game, which is something to say about a ramp spell (but it's blowouts will cost them too here and there).
I actually don't like Signets/Talismans if you ever have access to better ramp, but they're 2 mana options, which is really good. I feel like you're right, people totally were sleeping on them.
The only situation where I'd run Rampant Growth over Cultivate is when I'm trying to sneak more non-lands into my deck for some reason, where you really care about 2 vs 3.
Wayfarers bauble is as poop tier as it can be. 3 mana tapped basic, I rather play command sphere, which is untapped and can draw a card in the late game...and it fixes properly. You seem to expect a Stony Silence in every game.
Lol doesn’t include smothering tithe or dockside extortionist. “tHosE ArE riTuaL EfFects”. Lol ok *drops dockside then drops copper dragon turn 3*
How about Nightshade Dryad
Its 2 mana for a 1/2 with deathtouch, and it can generate any color or colorless
I like the new hair, but in some camera lighting it looks completely gray and I do a double take like “did Joe age 20 years overnight?”
This video is really helpful but could you please leave the card up the entire time while you are talking about it? It makes it a lot easier to form my own opinion while listening to yours.
Please keep the card or cards your talking about on screen the entire time your talking about it. For those of use who cant pay full attention while watching. Thx
Must say I just watched a video from 2 years ago and Joe looks like he has lost some weight since then. Keep up the great work.
Explore and Growth spiral are underranked since they are some of the better ramp spells if you are playing little to no basic lands.
Cultivate sucks. Wayfarer's Bauble is also a terrible, terrible fucking card.
@@CKarasu13 Bauble is unplayable. You can't change my mind. It's absolute garbage 🗑
@@craigstuckey319 shh….. ur gonna make Mitch cry
@@sharkmanyt4431 😅🤣😂
@@CKarasu13 sheesh dude
ngl this is a bad tier list when you dont include some of the best ramp in mox diamond, chrome mox, mox opal, mox amber, springleaf drum
Would have liked to see your thoughts on some of the more recent ramp like deep gnome terramancer, archaeomancers map etc and where they would fall in this list
I think it could be argued that they are more of counter ramp cards than actual ramp, as they do better with fewer (land) ramp cards in your deck and don't get you ahead by default. In decks without land ramp, though, they're really, really, strong.
Liked the video. What about mana vault??
unpopular opinion: no deck with green should have mana rocks
That is the rule but the rule ahs exceptions
Sol ring chrome Mox Mox Diamond mana crypt
What about tribal decks
Should I play elf in my dragon deck
Bad opinion is bad. arcane signet and sol ring still go in 99% of green decks. People need to stop overrating land ramp to this extent tbh, a large number of those spells are just worse than arcane signet
I love my Materialkomponentenbeutel!
A certain UA-cam personality would be very disappointed you put Wayfarers Bauble in B tier.
Where is ragavan?
Sad Robot below Cultivate? Did my boy dirty
I like the 3 Mana fetch a land dorks like wood elves and Farhaven elves in my Adrix and Nev deck (with a landfall subtheme ofc) as all my 2 Mana ramp is either a spell or just Steve anyway, and it's great to have ramp options that synergize with your commanders gameplan
Steve deserves his A-tier spot, put him under mimic vat!
Who the f is Steve
@@sharkmanyt4431 sakura tribe elders nickname is steve
I love fetch-dorks (even that one from... m19? m20? The elf that fetchs from the top 5 cards) in my Vaevictis Asmadi, the Dire deck
The synergy is amazing and my playgroup is balanced in a way that 3 mana ramp isnt as harmful as i see people saying
@@spudster8887 oh yeaahhhh
If Miraris Wake is on there, why wouldn't all of the other stuff that doubles your Mana be on there?
I think the fact that Mirari's Wake enables explosive turns after you untap with it should help give it a higher rating. Sure, I understand your rationale for saying it costs 5 mana, then you untap with it and get the mana back and are only "breaking even", but now you can cast spells up to 10 mana value, or up to 12 if you play an untapped land on that turn. Casting spells up to between 10 and 12 mana are game changing/winning. Mirari's Wake may be inefficient to cast as a sort of ramp spell, but if not dealt with can win you the game shortly after.
Agreed. People tend to consistently forget the heavy upsides of stockpiling mana or splitting mana costs, while still remembering the heavy disadvantage of large single costs. It goes both ways.
Mirrari's wake is still a risky investment, though.
It's also an anthem that helps token decks alot
So whose tempted [with discovery]??
how is arcane signet s tier but grim monolith exploration and mana vault not even on this list? kekw.
You guys should a get NN stickers to go over the hp logo on the laptop until they're a sponsor :)
My Grazilaxx Deck out ramps green Decks sometimes because of sad golem.
They forgot fertilid