Which Ramp Spells are Worth Playing? | A Guide to Mana Ramp in Commander
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- Опубліковано 2 жов 2024
- We're going over which ramp spells are worth it in commander!
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There's a lot of ways to ramp out there, but how do we feel about the popular ones and which ones are our favorites? This video answers both of these questions, and more! Enjoy!
Thanks for the love! 😊 not being a budget card anymore breaks my heart because it means I don't show up in Mitch's decks anymore.
@Wayfarer's Bauble you can come hang out in our comment section, I think Grave Titan is also around here somewhere
Armillary Sphere the really distant cousin of Wayfarer Bauble? :P
@@nathanmoore3866 Calling it superior is not really a fair comparison, though. Yes, it is generally the more powerful card, but the two have different purposes. It's like trying to compare something like Explore or Nature's Lore/Three Visits to Sylvan Scrying. In a vacuum, Scrying is probably more powerful, but it doesn't get you ahead of your opponent unless the land you're getting specifically does that. You can't directly compare the two.
What's really messed up is that I'm more expensive than Sol Ring.
Armillary Sphere just sucks. There's no reason to ever play that card in a world where Map exists.
meta
Hey what’s up. I see you on Mitch’s channel all the time lol
I thinking about building a Abzan EDH with the following components:
Ramp: Cultivate
Stax: Ghostly Prison
Win Con: Grave Titan
Thoughts?
This deck sounds unbeatable
What do you mean play ramp? I just play dark ritual for my grave titan
yo don't forget about bog witch she's my gal😉
@@thrash208 u got it😎
Grave Titan is king!!!!
Your grave titan doesn't stand a chance against my ghostly prison
@@BozzLightyr i just sac a zombie to my ashnod's altar
Speaking from experience here after following your advise on the Tormod Kamahl deck; SYNERGY IS SUPER IMPORTANT!! Cutting all the spells that ramp in place of some mana dorks and ETB creatures has made the deck so much more consistently do it’s thing it’s amazing 👍👍
We got you homie!!!!
The nice part about harrow is that the lands enter untapped costing you 1 mana total. Perfect for landfall
And for keeping up interaction while still ramping
Most landfall decks can play lands from graveyards as well super synergy
And it is an instant for landfall combat tricks.
Kalamax get four lands for the price of one
Ive been playing Archaeomancer's Map in boros artifacts and been loving it! It gets actual lands onto the battlefield and in the worst case scenario so far im still able to ramp 1 land so it ends up being a cultivate except it works with ALL my other artifact synergies. Also I hope you guys do that lil shuffle everytime you read it on a card from now on hahahaha
Honestly that's the plan
The map is very good in decks that can abuse artifacts, and honestly the Boros commander really feels like what artifact synergy should be.
I have a silly political Kwain deck and this is killer there. Having a 2 MV commander that draws one every turn is the perfect place for this card. Need the draw to back it up, ofc ofc
3 mana draw 3 lands is solid.
Is ramp really worth it if you're not ramping into a Grave Titan?
You don't deserve to be cast turn 5 off a Skyshroud Claim!
The King is here. 😎
I mean casting a torment of hellfire for x is 50 aslo works
Why did this make me laugh so hard? 😂😂😂
Anytime you hear a player say “just you wait until I untap” always ends up just dying that turn lmao
Guys, omg, you're officially my new favourite content creators. Not to throw shade but the number of times I listen to the command zone go "hur dur white iz bad @ ramps hehe" drives me INSANE to hear you lads actually using your brains and seeing it as the secondary ramp colour brings me no end of joy, bless both your souls!
I've seen Archeomancer's Map get the player 3 lands into play within two turns, on a couple of occasions. It does pair best with black or blue for card draw, but it's consistent enough to call it a staple.
Archaeomancer's Map is White card draw, not ramp. The Burgeoning part is gravy (get the boat).
One with nature gets the snub once again. Such a good ramp card. Surprised it didn’t come up.
In the right deck it is so broken, and no-one knows it exist.
Dang just looked it up and it’s awesome just bought one foil and two non foils !
I haven't watched the complete video but maybe because it's too conditional...(?) 🤷🏾♂️ I need this card in my life though. Now I have to look through more comments for gems
As an Aura, it doesn't look very good outside of very specific decks. Like, if you're voltron/enchantress maybe then, but otherwise probably not worth it.
Nature's Chosen is one of my favorite "ramp" cards for enchantress. I run it in Sythis, and between Serra's Sanctum, Sanctum Weaver, Growing Rites, and enchanted lands, I rarely only net 1 mana per turn off of it
I saw three visits as unco, I was, yeah, great ramp... saw the price... kept playing the cultivate and kodoma's reach I got in my preconstructed decks.
price has come down since they reprinted in legends but yeah it's not cheapo
@@mizzlchieizzl on ebay listing, with shipping prices, it is between 10 and 25 $ in France
You can get it under 5 euros in france
Wayfarer's Bauble is basically an auto include in all of my non-green decks.
Agreed!
12:35 lmao 'GILDED LOTUS' in perfect sync👌
Not mentioned, or maybe I missed it: Land Tax
Blue: Apprentice Wizard, Dreamscape Artist, Mitotic Manipulation, Retraced Image, Vodalian Arcanist
Underrated, not mentioned (but decent in many circumstances): Migratory Greathorn
If the medallions count as ramp, so do taxing effects like Thalia. Setting back an opponent effectively puts you ahead.
For R ramp, you have the Jaya that + to add 3, Chandra that + to add 2, Pyro Goggles, etc.
Dreamscape artist is one I've always loved in any graveyard/reanimate deck! Fills the yard, and ramps nicely!
Into the North is a pretty good ramp card too, especially if you have some snow lands in the deck which will help you build up your "different land name" for field of the dead.
Okay....so the part at 36:08 with Yavimaya Elder made me giggle way too much, I greatly appreciate you putting that in there! 🤣❤
Harrow ramps 1, but fixes 2. That card is something better than it looks, I’ve always been happy to draw it, esp early game
Finally! You guys have been bashing Cultivate and other ramp spells, but not giving examples of what you would rather play. Thank you for explaining.
Not exactly true. They suggest 2 mana ramp spell (nature lore)or creatures that ramp(fairhaven elves) .
True. I just feel they haven't fully explained it until now.
Thanks a lot, guys! I just had to order like 40 dollars of cards because of this video!
My dear nitpickers, great content as always
Bloom Tender is my favorite. Paying 1 to untap it is one of my favorite things to do in commander.
I entirely agree with your view on Yavimaya Elder - but doesn't the same apply to Thaumatic Compass? I haven't tried it yet but on paper it seems reeeaaally slow!? What am I missing?
Nice video! You two do a good job analyzing & explaining your reasoning, and even when I don't agree I can follow your thoughts. Gotta say tho: huge fan of rampant growth. While I don't often build budget, I think 2 mana land ramp is premium and this card is just fine. Depends heavily on the MV of your commander; i.e. bad if 3, pretty good if 4. Cultivate/kodama's also quite good for 5 MV commanders as it guarantees you play it next turn. -Def not for every deck though; whole heartedly agree.
(Also last note, I've built like 20 decks and sad robot has gone in 2. I just think 4 is too much outside a heavy blink/reanimate deck)
Yavimaya Dryad and Smothering Tithe are also good in my opinion.
Sadly no mention of treasure map, which imo is very underrated. A slow ramp spell for 2 mana and if your deck can make treasures in any way suddenly your land also provides some card draw.
PS: pls always cut to both of you when you shuffle.
The shuffle made me so happy though. XD
Oh I hear cultivate is a good ramp card!
Not a fan :P
@@NitpickingNerds my dilemma is that cultivate gets all the good alt art. 😭
@@NitpickingNerds have you considered that your deck may not support and/or utilize the extra land in hand in a meaningful way?
Pick 1 of the following:
Exploration effect
Discard effect
Discard protection
Land for turn
Burgeoning
Hand size matters
Maybe cut back on calling it a mediocre card when you don't see the potential value it can give over other ramp spells.
Got 1 mana mana-dorks? Turn 2, cultivate!
Got exploration turn 1? Turn 2, 5 lands in play, turn 3 six-drop!
Also, I honestly don't know what kind of mono-colored deck wouldn't want a medallion. I run on in my mono-green stompy and it usually saves me 1-5 mana a turn.
@@BagAccount we understand the upsides of it. We just don’t think they out weigh the building a deck with synergy. We will continues calling it mediocre as that our opinion on the card. You are free to disagree as we not the end all be all. I could see certain decks wanting green medallion but definitely not an auto include.
I think Kodama’s Reach and Cultivate are best in the decks that want Exploration.
Turn 1: Land, Exploration, Land
Turn 2: Land, Cultivate, Land
This video couldn't have been more perfectly timed. Just today I noticed my Nekusar deck was feeling sluggish. Thanks guys!
Something to add, you guys forgot to add in Aesi during the extra land per turn segment. Two lands and card draw on the same card I think is great.
Dang, no mention for Kor Cartographer? Like, I know it's a little overpriced, but it's my go-to for non-green in white since it has no criteria and thus always works, you can grab a non-basic, and you're in white, so flickers and reanimation are available.
I will advocate for Burgeoning in a landfall deck. I run it in Omnath landfall, and the value I get off it is insane. I don't even have the space here to list all the value it gets, but let's just say when you have a Living Twister on board, you never miss a Burgeoning trigger. I usually have at least 3 landfall effects in play to abuse.
Tempt with Discovery can look for non-basic lands. So even if every opponents say 'no' and you only look for one land, you can tutor that very important land (like The World-Tree) and put it into play untapped. Its a sneakier Crop Rotation because it camouflages as a ramp spell when it is a tutor for non-basics. :)
Yavimaya Elder is card advantage (it "draws" 2 lands when it dies, and draws an extra card if you use its activated ability). I agree that it is not ramp, and as a card advantage card seems really meh to me. (3 mana for delayed 2 land draws that might not trigger if it isnt killed, or 5 mana for draw a card and draw 2 lands (even if paid over multiple turns) just sounds bad)
You guys should advertise the deck help channel on the discord its always super active and helpful
I say this a lot in your comment section, but I really think the "woodland elves and elvish rejuvenator are better than cultivate" take is just nuts. I think a key thing you don't consider is how great the mana fixing of cultivate and kodama's reach are. If you're playing a deck that is three colors or fewer you are guaranteed to have mana of each type. They also cant whiff. Its two mana ramp stapled to one mana draw. They're crazy good. I also do not think that all (or even most) creature decks want to be running mana dorks. If you're a creature deck you're already super weak to board wipes. If a board wipe kills all of your ramp... that's not good! Lands are much safer than dorks.
That’s just not how it works in higher power unfortunately, but that’s fine in casual if you’re gonna try that there. Hopefully this didn’t come from that awful commanders quarters video where he says dorks are bad
@@elipetrou9308 Dorks aren’t bad! I would say that my meta plays mostly 7s on the power-scale, so if you consider that low power then… okay! Obviously dorks are super powerful especially if you are trying to win on turn 4 or whatever. I just think dorks and wood elves are like not even remotely similar and are sorta weird to bring up in the same breath. Dorks are super efficient mana producers that pay for themselves after one turn and come down early. Wood elves type creatures are really not efficient (like in the way manalith is not efficient) but provide security in that they are land ramp (and like SURE they could have creature synergies but manalith could have artifact synergies. Everything has potential synergy so we can’t use that in broad evaluation like this). Dorks are very high-risk high reward (unless you are playing in a very strong meta where boardwipes don’t exist). The root of my comment and the main takeaway should be: cultivate and kodama’s reach are terrific! Yes they are three mana but they draw you a card and fix your colors which elves and dorks can’t do. I think for most commander players they should be auto-includes in every deck with green
@@ethanschulze557 I suppose that’s fair, I like wood elves in any deck that can abuse it, but if I’m playing zacama or something I’d probably run cultivate. But in any decks that’s trying to win fast or can sac or abuse the dorks I prefer them, also turn one ramp is just awesome
@26:05 THANK YOU. FINALLY, someone saying it how it is. Everybody on the fucking internet has been so hooked up on the stupid meme that white is the worst color. I am sick of people just repeating what they hear without thinking. I've been saying it for years, white does everything; every single thing the other colors do, white does it also. It's the second best color at everything.
And it's not the color's fault if people decide to arbitrarily ignore white's strogest points because of some stupid rule 0. Sweep up lands and creatures, tax the shit out of your opponents and stop repeating like a parrot that white is bad.
Does Grave Titian count as ramp if you have Ashanod’s or Phyrexian Altar?
If you untap with it or give it haste, yes
Something I noticed is that in many green decks I'm playing so many Elves for ramp purposes (Llanowar Elves and co., Wood Elves, Springbloom Druid etc.) that Priest of Titania becomes a very solid inclusion.
Other solid cards are Overgrowth in enchantress decks and Devoted Druid in decks in which you care about creatures dying or about +1 counters.
By the way, where can we see Joe Cherry's Xenagos list? :)
@James Black Absolutely, for example in my own Xenagos list I have like 6 or 7 elves so Priest often taps for 2, and even when it doesn't it is still decent. Not to mention thr fact that it counts all the elves *on the battlefield*, and elves are so ubiquitous.
White has gotten ramp over the ramp but more catch up like land tax but most of it is slow and only going last cards
I didn't see expedition map, what would you say about it when you have a non green deck with a high end mana base?
I don't consider explore or growth spiral a good ramp because you really don't wanna see them in your starting hand with less than three lands. More than that, if you draw into them instead of normal ramp spell, when you have no lands in hand is makes them 2 mana draw 1 card. I'd rather play rampant growth or edge of autumn (that cycles itself almost for free) rather than them. Well and three visits is incompatibly better than them.
The new one that makes a fractal is amazing in my standard selesnya counters deck
Archaeomancers map is really good in not green decks. It works really well.
Personally I haven’t sleeved up a solemn or bauble in forever and never used burnished heart. Even for non green decks. I know it can punished easier but I pretty much only use the talismans/signets/stones etc. with little issue. I just wanna be doing better things by turn 4. Barring some sort of artifact/sacrifice/landfall synergies.
What about traverse the outlands that’s solid ramp especially for big spell decks
If I have a 5+ mana commander, I’m playing cultivate and kodamas reach. Keeping a hand of 3 lands and culti feels very safe.
If I have a 4 mana commander, I skip them. They often have no synergy and playing them on turn 3 feels bad
I've been cutting Wayfayer's Bauble for Surveyor's Scope in my non Green decks. The upside is bigger, the card cost less to play and is more budget. Getting 1,2 or 3 lands for 2 mana is a better deal.
A video on fast mana/ritual cards like chrome mox and lotus petal would be cool. (DONT FORGET TO INCLUDE TINDER WALL!)
tinder wall is most important
I know Tinder Wall from pauper. That card is actually in tier 1 decks lol. It’s pretty cool
@@GabetheFrog_ I found it on scryfall when I was looking for 1cmc green mana dorks. I was so surprised that I have never seen it in any decks before because it's a really really good card. It's basically a pyretic ritual for 1g with added creature synergy.
Ive just put 3 visits in my omnath deck. Took out blue suns zenith and i felt good about it.
No mention of Oracle of Mul Daya? Feel like thats a format staple that should be discussed...
I think the main difference between burgeoning and exploration is the hand clause on burgeoning. If you are working in a lands matter deck (i wouldnt call it a landfall deck as many of the best lands matter cards dont even have landfall) burgeoning has very little synergy where exploration will have a lot more synergy with like Crucible, Oracle of Mul daya ecetera.
Ignoring synergies, I would say:
Land ramp > Enchant land > Artifact ramp > Mana Dork
but mana dorks are much faster and better early game, just something to consider if you have a fast meta
Yeah depends on your meta. In mine there is always a board wipe on turn 4, sometimes turn 3. So I’d say dorks are excellent but only in higher power tables where there is less wipes.
Yep agreed, but in the 6-8 power level range the fact that there is almost never land destruction and games go longer makes mana dorks much more likely to get destroyed at some point.
How do I calculate the mechanical efficiency of my ramp? Does the angle of the card mater? Do I need to account for gravity?
Ummm... yes
In my playgroup the strip mine response to tempt with discovery became the default, if we had a strip mine or wasteland we grabbed it if not we said no. It quickly lost usage.
LoL the shuffle got me laughing
Thanks, we love it 😂
Why Yavimaya Elder when you could play Seedguide Ash?
Alright the "Shuffle" got me 😂😂
It's like our new favorite thing lol
Oracle of Mul Daya is definitely missing from this list
Yep there's one that's missing for sure. Pretend we said it :P
@@NitpickingNerds land tax is missing too, would y’all put it into the traps section or the white ramp section?
@James Black fair enough
archeomancer's map is bonkers good in white, boros. I even have one in my oloro esper lifegain deck that's pillowforty with sphere of safety.
I've always felt Nissa, Worldwaker and Nissa, Who Shakes the World are underrated as ramp. Nissa, Worldwaker costs 1 the turn she comes out, and ramps you 4 a turn.
No love for Dowsing Dagger? It's an all star in non-green creature decks, especially if you have evasion.
My wort the raidmother deck usually ramps into ramp but on turn 5 getting 2 copies of boundless realms usually lets me win turn 6 lol
If you had to come up with 10+ ramp cards for meren, what would they be?
I'm building a Meren Deck... Great Question! I'm having issues finding good 2CMC cards for her, specially ramp
Diligent Farmhand, Deathrite Shaman, Birds of Paradise, Sakura-Tribe Elder, Dawntreader Elk, Wood Elves, Yavimaya Granger, Springbloom Druid, Farhevn Elf, and depending on your meta speed toss in a Solemn Simulacrum if you want to. Journey to Eternity is also awesome
@@NitpickingNerds thanks!
I run: avenging druid, krosan wayfarer, diligent farmhand, dawntreader elk, STE, BOP, yavimaya granger, elvish rejuvenator, wood elves, springbloom druid, deathrite shaman. Avatar of growth, journey to eternity and arboreal grazer are fun options too.
If you own crucible of world you can also play the package Azusa/Ramunap excavator which is slightly better but needs all fetchlands and hermit druid to be smooth.
@@plain6677 ooh, how has avenging druid performed?
You: ramp
Me: mana rocks?
You: answers that question within the first minute
Me: lol, oh right that
What ramp spells are good in a deck that runs absolutely ZERO basic lands?
And don't slam me for paying a deck with no basic lands. Just answer the question, please.
Treasure tokens are the red mana ramp.
I'm actually shocked that you propose Farhaven Elf as an option, but omit Yavimaya Dryad entirely which is almost strictly better. That 2/1 Forestwalk body can do some real work.
True. I found this card by accident awhile back.
Land Tax, Yavimaya Dryad, and a blink trigger like Eldrazi Displacer = constant lands out of deck to hand
Jokes on you I think red and black are tied to be the second best ramping colors. If you have the budget obviously. Hopefully they keep giving white stuff then blue will be the worst to ramp in.
36:07 they shoulda made it count as a muscle burst too
I feel like Traverse the Outlands has quite a bit of uses.
What Joe said about Burgeoning not going in land fall decks because you want the lands/triggers on your own turn isn't completely true. If he said that for 4 color Omnath decks, then that would be totally true. You definitely want Omnath land fall triggers on your turn, but for a lot of other land fall triggers it doesn't really matter.
Cards like R/G Omnath, Rampaging Baloths, Scute Swarm, Phylath, Obuun or basically anything that makes creature tokens or adds +1/+1 counters don't care when the triggers happen. If you're making creature tokens, then it's great to happen on an opponents turn so that they don't have summoning sickness when your turn comes.
Not to be a dick, but rather in the spirit of being a literal nitpicking nerd, "gyre" is pronounced with a soft g sound like a typical j sound. Practically every mtg content creator mispronounces it for some reason, like one high-profile person started it and everyone subsequently emulated them. Drove me nuts when I was looking for improvement ideas for the Aesi precon.
Other than that little bit of pedantic obsession, however, this video was great! I'm reassessing some cards I was high on and some I'd ignored. You even gave me a couple to consider that I forgot or didn't know existed. I've been struggling to cut a gargantuan Windgrace decklist down to 100, and while this won't get me all the way there from the couple hundred cards currently under consideration, I think I can trim some of the ramp I was unsure of and get closer to a legal deck. Every little bit helps. Thanks guys!
Whaaaaaaat Red is the obvious second best ramping color! Basically every Chandra plainswalker is red ramp now. Tons of cards tht get you extra ramp... Red has ramp! You all crazy.
........... admittedly idk if that factors as well into Commander.
Pir's Whim is a bomb card. Never useless
Opinions on UnTappers?
Voyaging Satyr / Arbor Elf, Magus of the Candelabra, Kiora's Follower / Vizier of Tumbling Sands?
I think tempt with discovery is more viable because even if opponents know the best strategy is just to decline to ramp, there are going to be cases where the opponent might be out of lands in hand or want a shuffle effect etc, where you still probably get 2+ ramp out of it. Still not a wonderful card but pretty effective. I prefer it to 'Hour of promise' in most scenarios because 4 mana feels a lot more playable than 5 mana for grabbing *any* land, and 1-4 compared to 2 is a risk I'm willing to take XD
The best play turn 1 :
1. Swamp
2. Lotus Petal
3. Dark Rital
4. Cabal Ritual
5. Exlie Simian Spirit Guide
6. Gave Titan
This Way , you have 1 card in hand (propably Land or some 7 mana ramp) , 1 land, and Grave Titan (and TWO ZOMBIEEEES) in Play TURN 1 !!! Is ther better way to play magic ?
THIS IS WHAT WE CALL RAMP TO GRAVE!!!
For those who may not know, Beezy’s roommate is LSV.
Lotus Cobra is definitely one of my favorite ramp pieces!
I would argue that harrow is so much better than you are stating. They do not come in tapped and the sacrifice is so good. It is ramping for one mana essentially. And in my korbold deck is draw a card and ramp 1.
Yavimaya Elder could be played in a green deck that cares about sacrifice like Korvold? Still 3 mana for 2 lands in hand isn't better than even a cultivate that puts one out and the other in hand.
Ramp is always useful, but what is the consensus on Rituals? I'm currently using Dark Ritual in a mono-black deck (as well as terrain generator and walking atlas) and I'm curious if it should stay or if there are better alternatives.
In the case of ramp specifically, I disagree with saying that (for example) Skyshroud Claim only costs two because you get the lands untapped. Especially right after you said the cost of a ramp spell is super relevant - you need to get to 4 to play it, so it can't be counted as a 2-drop in any real sense.
Also, making sure you're always able to hit your land drops (i.e. Yavimaya Elder) may not actually be ramp but it fills the same role. Having a land to play when you otherwise wouldn't is basically the same as putting it onto the battlefield, especially alongside Azusa effects when you run out quickly.
Burgeoning is sick if u have fetches in graveyard and crucible of world effect.. it can scale furthermore then exploration.
okay ngl the first time i read yavimaya elder , i thought he put the cards on the battlefield lmao. just completely misread it but yeah, once u learn the actual effect its so bad
Mama doublers are insane in zacama, your probably running like six in there because you just lock the board down
yeah, i cut tempt with discovery from my budget deck when i used it to take out an enters tapped scry land and the other guy used it to get a volcanic island
The dude on the left needs to slow down and speak full complete thoughts or sentences. I cannot understand anything he is trying to say.
Sooo i have to play green?
If you're playing blue/red artifacts, I highly recommend Storm The Vault. It costs 4 mana, and flips over to Vault of Catlacan when you control 5 or more artifacts during your end step, which is basically Tolarian Academy. I almost always get it flipped over on the turn I play it in my Brudiclad deck, and it gets me an insane amount of mana.
The virgin lands acoomoolator VS the Chad Armageddon & Ravages of War enjoyer
What ramp would you suggest for a selesnya ramp running 20 lands and 4 selenya gates
no love for conquerors galleon. A land that draws cards and also goes infinite with extra turn spells!
10:32 Burgeoning isn't good in a landfall deck... Burgeoning resets turn order by allowing you to hit higher mana curves faster. If burgeoning prevents your landfall deck from working because you ramped you need to revisit your deck building criterion. Here is a non optimized cEDH list that uses landfall triggers and burgeoning. Let me know if you want me to share my Lord Windgrace decklist too if you want a casual angle of why burgeoning is a free role in a land matters deck.
Commanders:
1 Kodama of the East Tree [CMR]
1 Ishai, Ojutai Dragonspeaker (Foil Etched) [CMR]
Main:
1 Felidar Retreat [ZNR]
1 Scute Swarm [ZNR]
1 Abundance [C17]
1 Aesi, Tyrant of Gyre Strait [CMR]
1 Tatyova, Benthic Druid [DOM]
1 Tireless Tracker [SOI]
1 Seer's Sundial [C18]
1 Rampaging Baloths [ZNC]
1 Baru, Fist of Krosa [FUT]
1 Seed the Land [SOK]
1 Sporemound [M14]
1 Lotus Cobra [IMA]
1 Emeria Shepherd [ZNC]
1 Emeria Angel [ZEN]
1 Wargate [ARB]
1 Natural Order [VIS]
1 Eldritch Evolution [EMN]
1 Chord of Calling [M15]
1 Congregation at Dawn [RAV]
1 Sylvan Tutor [POR]
1 Weird Harvest [9ED]
1 Laboratory Maniac [UMA]
1 Jace, Wielder of Mysteries [WAR]
1 Meloku the Clouded Mirror [CMR]
1 Trade Routes [9ED]
1 Life and Limb [PLC]
1 Perilous Forays [RAV]
1 Nexus of Fate [BABP]
1 Words of Wind [ONS]
1 Sol Ring [ZNC]
1 Crucible of Worlds [M19]
1 Simic Signet [CMR]
1 Mana Vault [4ED]
1 Altar of the Brood [KTK]
1 Mana Crypt [2XM]
1 Cloudstone Curio [RAV]
1 Phyrexian Altar [UMA]
1 Azusa, Lost but Seeking [M21]
1 Ramunap Excavator [CMR]
1 Nullmage Shepherd [RAV]
1 Eternal Witness [CMR]
1 Sylvan Safekeeper [C14]
1 City of Solitude [VIS]
1 Mystic Remora [ICE]
1 Fecundity [UMA]
1 Defense of the Heart [ULG]
1 Greater Good [2XM]
1 Oath of Druids [C16]
1 Three Visits [CMR]
1 Rampant Growth [8ED]
1 Farseek [C16]
1 Nature's Lore [ICE]
1 Exploration [2XM]
1 Gaea's Touch [DRK]
1 Noble Hierarch [UMA]
1 Birds of Paradise [10E]
1 Land Tax [4ED]
1 Burgeoning [C16]
1 Hallowed Fountain [RNA]
1 Temple Garden [GRN]
1 Breeding Pool [RNA]
1 Glacial Fortress [XLN]
1 Sunpetal Grove [C16]
1 Hinterland Harbor [DOM]
1 Reflecting Pool [CNS]
1 Command Tower [C20]
1 Path of Ancestry [C20]
1 Exotic Orchard [C20]
1 Flooded Grove [2XM]
1 Mystic Sanctuary [ELD]
1 Field of Ruin [THB]
1 Myriad Landscape [C20]
1 Blighted Woodland [BFZ]
1 Field of the Dead [M20]
1 Strip Mine [4ED]
1 Terrain Generator [NMS]
1 Wasteland [EMA]
5 Snow-Covered Forest [MH1]
2 Snow-Covered Island [MH1]
1 Snow-Covered Plains [MH1]
1 Ashnod's Altar [EMA]
1 Sakura-Tribe Scout [RMB1]
1 Nissa, Vital Force [KLD]
What ramp would you think of for Jadzi? I love the idea of abusing land to hand ramp effects for her Journey to the Oracle ability. Get like 4 landfall triggers, and make the spell free sounds great to me.
Sasaya, Orochi Ascendant is a PERFECT example of a deck that wants... well... a LOT of the bad cards on this list!
For those of you unaware, Sasaya wants you to have 7 or more lands in your HAND in order to activate them, so your Sakura Tribe Elder isn't as good, when the land comes into play, instead of going to your HAND! Meanwhile, Cultivate, Kodama's Reach, and Yavamiya Elder are GREAT, because they explicitly get lands into your hand, and NOT the field!!