Build Commander

How Much Ramp Should You Run in Commander?

8 to 12 pieces of ramp, for most 100-card decks. The count matters more than which specific rocks and dorks you pick, and here's why the range moves the way it does.

Beginner

The starting number

10 pieces of ramp is the center of the range the deck template builds from, and 8-12 covers most decks once their curve and land count are factored in. Ramp here means anything that puts you ahead of your natural land drops: mana rocks, mana dorks, and land-fetch spells alike.

The reason the number matters this much: in a 4-player pod, tempo compounds. Being a turn ahead on mana doesn't just mean you cast your bomb sooner, it means you're doing it before the table has built up the removal or the board presence to punish it. A deck with too little ramp is playing the game everyone else is playing, a turn behind.

What actually moves the number

Your curve's top end sets the floor. A deck that wants to cast 6- and 7-drops reliably needs more ramp than one that tops out at 4, since the whole point is reaching those turns early and consistently rather than once in a while.

Color count changes what kind of ramp you want, more than how much. A three-plus-color deck should weight its ramp toward fixing (Signets, Farseek-style land-fetch) over raw colorless acceleration, since a Thran Dynamo doesn't help you cast a card that needs three specific colors.

A combo or fast-mana-leaning deck wants more, not less. If your whole plan is assembling a specific set of pieces on a specific turn, extra ramp is what buys you the consistency to actually get there before the table catches on.

A grindy, card-advantage-heavy deck can run less. If your plan is to simply have more resources than the table over a long game, you can afford to spend fewer slots accelerating and more on the draw engines that make the long game worth playing toward.

Mana rocks worth knowing

Artifact acceleration: colorless-castable in most cases, vulnerable to artifact removal, and generally the fastest ramp available.

Land-fetch ramp worth knowing

Mostly green, and mostly safer against a board wipe than an artifact rock, since a fetched land isn't an artifact, an enchantment, or a creature.

Frequently Asked Questions

Is Sol Ring the best ramp card in Commander?

Yes, and it isn't close. Turn-one Sol Ring doubles your available mana on turn two, which is a bigger tempo swing than almost anything else at any price point. It's legal and reasonably affordable, so there's rarely a good reason to leave it out of a deck that can cast it.

How much ramp does a low-curve aggressive deck need?

Less than a slower deck, but not zero. Even an aggressive deck wants 6-8 pieces to make sure its early plays land on schedule and to help it reach whatever its top end actually is. The difference from a midrange or control deck is more about what the ramp is for (getting ahead on board) than how much of it you run.

Should ramp count as part of my land count?

No, but it does let you safely trim a land or two. Treat ramp as a separate category that supplements your mana base rather than replacing it: a rock can be destroyed or countered in a way a land already on the battlefield generally can't.

Is land-based ramp better than artifact mana rocks?

They do different jobs. Land-fetch spells (Rampant Growth, Cultivate) are safer against artifact and enchantment removal since they put a permanent on the battlefield that isn't an artifact, but they're slower to recoup their cost since a land doesn't tap for extra mana. Rocks are faster and often colorless-flexible, but a wipe that hits artifacts sets you back further. Most good decks run some of both.

Measure your ramp count against your actual curve.

The Deck Lab flags whether your ramp is keeping pace with your top end, as you build, instead of leaving it to a guess.

Open the Deck Builder