How Much Ramp Should You Play?

Source: RebellLily Jul 31, 2025 Bracket unknown ramp

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Summary

Framework: design a ramp package by picking a target and delivering on it. Ramp accelerates you in time, giving cards ahead of schedule. Build ramp to hit your deck's "fundamental turn" (when it wins/becomes unfair; term from SV Mowitz) and match the table's pace. Target is usually your commander, or a key card (e.g. Ad Nauseam, structuring to 5 mana), or threats at 4-5 mana. Rule: use ramp with mana value two less than the target. 3-MV commanders want 1-MV ramp (Llanowar Elves, Utopia Sprawl); dorks synergize with creatures and sac to Skull Clamp but die to wipes—run a third to half as dorks. 4-MV wants 2-MV rocks (Arcane Signet, Talismans, Rampant Growth, Nature's Lore, Kiora's Follower). 5+ mixes 2- and 3-MV (Worn Powerstone, Relic of Legends) plus rituals. Reducers (medallions) and doublers (Mana Reflection, Mirari's Wake) are pseudo/game-plan ramp. Numbers: 12 ramp + 36 lands = 89% keepable-hand (Aetherium Slinky). "Hot garbage" model: at 36 lands, 1-mana ramp is dead weight 22%, 2-mana 38%, 3-mana 54%—so don't cut lands. Package: Sol Ring, best dorks (Birds of Paradise, Delighted Halfling, Deathrite Shaman, Noble/Ignoble Hierarch), five 2-MV rocks (add Fellwar Stone, Thought Vessel, Mind Stone, Farseek), three 3-MV rocks; cEDH runs

Key Clips

  • [01:12] A fundamental turn, as defined by Sligh/Mowitz in the early 2000s, refers to when a deck wins the game or becomes unfair. The fundamental turn dictates how we play — when to set up, when to hold up interaction, or when to seize victory. Build your ramp to hit your deck's fundamental turn and not fall behind the table's pace.
  • [02:33] There's an easy rule for what to ramp with: focus on ramp cards with mana value two less than the mana value of your target.
  • [03:04] For three-mana commanders, one-mana ramp is ideal. Cards like Llanowar Elves or Utopia Sprawl let you play your three-mana commander on turn two — this is where mana dorks really shine.
  • [03:25] Weakness of dorks: they can't tap for mana immediately, and creature mana suffers exposure to mass creature removal and board wipes. Having a third or even half of your ramp be dorks maximizes your chances of casting three-mana spells on turn two.
  • [03:43] Four-mana commanders are the sweet spot for two-mana ramp to cast on turn three — rocks like Arcane Signet, guild signets, talismans, or spells like Rampant Growth and Nature's Lore. At this range you can also look at untappers like Kiora's Follower.
  • [05:48] Based on the dexstats analysis of keepable hands with the London mulligan (max three mulligans), the sweet spot is 12 ramp spells and 36 lands for an 89% chance of a keepable hand.
  • [06:27] The hot garbage model: at 36 lands, one-mana ramp is hot garbage 22% of the time, two-mana ramp 38%, and three-mana ramp 54%. So almost half your games, two-mana ramp is worse than a land — meaning you really can't cut lands.
  • [07:36] Best one-mana dorks: Birds of Paradise, Delighted Halfling, Deathrite Shaman, Noble Hierarch, and Ignoble Hierarch. Playing three dorks gives ~45% to hit a turn-two commander in three mulligans; playing all six gives ~71% likelihood to mulligan into a turn-two three-mana commander.

Tags

Archetypes/Strategy: ramp Format/Bracket: Optimized Card Categories: ramp, utility

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