You Might Have Too Much Ramp (but you also might not)

Source: Salubrious Snail Jan 1, 2026 Bracket unknown voltron

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Summary

Video builds a framework for deciding whether a Commander deck needs more ramp. Ramp performs two functions: curving out (deploying cards on an ideal timeline) and increasing total mana. For curveout, match ramp mana values to the deck's non-ramp curve; 1-mana mana dorks are most efficient but boardwipe-fragile, 3-mana ramp is less efficient but often synergistic. Taplands fit into curve gaps (e.g. a Pantlaza turn-4 curve leaves two tapland slots). Total-mana ramp matters for high-cost commanders (command tax), draw-heavy decks, and slow gameplans; prefer permanent ramp—land ramp, then mana rocks, mana dorks cautiously (Elvish Mystic dies easily). For quantity, use a hypergeometric calculator; benchmarks by copies: 18 (always want in opening hand), 15, 12, 9, 6, 3 (rarely want early). Decks that don't want ramp: those with packed low-cost curves (Meria voltron equipment deck—still runs some for commander tax) or low-resource gameplans (Malfegor—extra lands replaced ramp). Cites Frank Karsten and Sam Black: average EDH decks should favor higher land count over ramp; 35-36 lands no longer a universal baseline. Test: if you miss land drops with ramp in hand every game, swap ramp for lands. Example lower-land deck: Jhoira, Weatherlight Captain.

Key Clips

  • [01:45] Most Pantlaza players would prefer to get him out on turn 4, since Dinosaurs played after him generate extra value and dinosaurs played before him do not — so you choose whether your ramp happens on turn 1, 2, or 3 to hit that target.
  • [02:49] Ramping on turn 1 is theoretically the most mana-efficient, but nearly all 1-mana ramp is mana dorks, which amplify the weakness to boardwipes that already exists for dinosaur decks; 3-mana ramp is less efficient but likelier to bring upsides and synergy.
  • [05:33] If increased maximum mana is the role you're leaning into, prioritize more permanent forms of ramp — land ramp, mana rocks in a pinch, mana dorks at your own caution. An Elvish Mystic is great for a smooth curveout, but an EDH game is a hostile climate for a squishy creature long-term.
  • [06:46] Benchmarks for how many copies of a role to run: 18 if you always want it in your opening hand, 15 if you want it every game with a little wiggle room, 12 for most games, 9 for a frequent part of curve-out, 6 for sometimes, and 3 for a thing you don't want to draw early often.
  • [08:04] My Meria voltron deck is packed with 1 and 2 mana equipment, so turns 1-3 are already spoken for and it wouldn't want ramp for curveout — but it still runs ramp because it always wants to be able to pay commander tax and recast the commander.
  • [08:50] My Malfegor deck runs very little ramp: the curve is heaviest on 3 then 2 mana, mostly engines and discard, so a mana rock would do nothing early — and since the goal is pushing everyone into a low-resource state, it doesn't need total mana either. Consistent land drops cover the command tax.
  • [10:18] Frank Karsten and Sam Black each concluded, through simulations or other mathematical means, that the average EDH deck would be served well to focus more on land count and less on quantity of ramp; a lot of ramp with a low land count is frequently a recipe for inefficiency.
  • [11:36] A basic test: whenever you miss a land drop with a piece of ramp in hand, or one recently played, make note of it. If that's happening every game or multiple times per game, that's an indication you should swap some ramp spells for lands.

Tags

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

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