Card Guides
Sol Ring first, then Arcane Signet, then the green land-fetch spells that fix your colors on the way. The staples worth knowing by name.
Artifacts and lands that don't care what colors your deck is, which is why they show up in nearly every decklist regardless of identity.
Green's specialty: fetch a land straight to the battlefield, fixing color and ramping at the same time.
Rampant Growth ↗
Two mana, fetches a basic to the battlefield tapped. The standard shape of green ramp.
Nature's Lore ↗
Searches for a land with the Forest type and puts it onto the battlefield untapped. Often stronger with Forest duals or triomes, but narrower than Rampant Growth.
Farseek ↗
Searches for a Plains, Island, Swamp, or Mountain card, including many duals and triomes but not a Forest. That makes it real color fixing in a multicolor deck.
Slower, but worth more than a straight mana boost once they're down.
Sol Ring, and it isn't close. Turn-one Sol Ring effectively doubles your mana on turn two, which is a bigger tempo swing than almost anything else at any price point, and it's legal and affordable in every Commander deck that can cast it.
Nature's Lore searches for a land with the Forest type and puts it onto the battlefield untapped. Rampant Growth searches for a basic land and puts it onto the battlefield tapped. Nature's Lore is often stronger when your mana base has Forest duals or triomes, while Rampant Growth can find any basic land. Both are safer from artifact removal than mana rocks, and the better choice depends on your lands and color needs.
8 to 12 pieces is the target for most decks, see how much ramp to run for the full breakdown and how the number moves by archetype.
No, but a strong ramp package (8+ pieces) does let you safely trim a land or two. See how many lands to run for the tradeoff.
The Deck Lab flags whether your ramp is keeping pace with your top end, as you build.
Open the Deck Builder