You're Probably Building Bad Commander Decks. Part 2: Mana Acceleration. #magicthegathering #mtg

Source: Based Deck Department Apr 22, 2025 Core ramp

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Summary

The video is a framework for choosing mana acceleration in Commander decks. Core principle: how much ramp (dorks, rocks, ramp enchantments, free mana) you run should be dictated by your commander and game plan, not a fixed number. Examples cited: a Jon Benton aggro deck wants any 1-mana acceleration to land Jon by turn 2ΓÇô3 with protection; a Sauron pseudo-control deck runs heavy ramp to cast Sauron by turn 4; a Skullbriar deck runs essentially no ramp because the commander costs two and the deck's average mana value is under two. Consistency math: to reliably guarantee a mana rock/ramp spell by turn two you need about 11 copies; running only four ramp sources means you'd draw roughly 25 cards deep to find one, so on average you hit ramp by turn 4 only every other gameΓÇöfour ramp pieces is effectively zero. Land-count heuristic: a normal midrange commander with no ramp wants about 42 lands; cut one land for every two-to-three cheap ramp or cheap card-draw sources you add. Takeaway: decide whether your deck wants ramp reliably or not, then commit enough copies to actually achieve that.

Key Clips

  • [00:16] What and how much mana acceleration you choose will mostly be determined by your commander and your game plan. My John Benton aggro deck wants one-mana acceleration in any form ΓÇö dorks, rocks, enchantments, even free mana ΓÇö because it desperately wants Jon out by turn two or three with protection.
  • [00:30] My Sauron deck is a pseudo-control deck, but it needs Sauron out as early as possible, so I'm running a whole heap of ramp sources to power him out hopefully by turn four.
  • [00:39] My Skullbriar deck runs pretty much no ramp because the game plan revolves around a two-mana commander and the average mana cost of each card is under two ΓÇö once you know your game plan you can decide how much acceleration you need, if any.
  • [01:45] If you want a mana rock or ramp spell by turn two, and you've drawn nine cards by turn two, you'll need exactly 11 copies in your deck to consistently guarantee that ramp source.
  • [01:54] If you're running a normal mid-range commander and no ramp, you probably do want 42 lands. If you're running ramp or lots of cheap draw, you can remove a land for every two or three ramp or draw sources you add.
  • [02:16] If you're running four ramp spells, you may as well be running zero, because on average you'll need to draw 25 cards to guarantee one of those ramp sources ΓÇö you'll only hit a ramp source by turn four every other game. Your deck either wants ramp reliably or it doesn't.

Tags

Archetypes/Strategy: ramp Format/Bracket: Core Card Categories: ramp, draw

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