Ramp: Difference between revisions

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'''Ramp'''   
'''Ramp'''   


#A card which [[#Accel|accelerates]] your mana, giving you an additional, reusable mana source beyond the usual one land per turn. Examples include mana dorks, mana rocks, and spells which allow you to put extra lands into play beyond the one-per-turn limit.
#A card which [[#Accel|accelerates]] your mana, giving you an additional, reusable mana source beyond the usual one land per turn. Examples include [[mana dork]]s, mana rocks, and spells which allow you to put extra lands into play beyond the one-per-turn limit.
#A deck containing many such cards, usually combined with [[#Fatty|fatties]].
#A deck containing many such cards, usually combined with [[Fatty|fatties]].
#To play such a card.
#To play such a card.



Latest revision as of 11:29, 13 December 2021

Ramp

  1. A card which accelerates your mana, giving you an additional, reusable mana source beyond the usual one land per turn. Examples include mana dorks, mana rocks, and spells which allow you to put extra lands into play beyond the one-per-turn limit.
  2. A deck containing many such cards, usually combined with fatties.
  3. To play such a card.

Description

A deck that ramps may play creatures that tap for mana, cards that allow you to play extra lands, and lands that tap for multiple mana, for example. A Ramp deck accelerates the ability to play high impact, high cost spells early on in the game. Whereas in older formats this took the form of fatties, in modern magic circa 2018 it is more about planeswalkers or big instants or sorceries.

Colors

Ramp usually appears in green or colorless (e.g. Urzatron lands). Starting in 2021, white is also getting more ramp to help solve its problems in Commander.[1] This can take the form of "catch-up ramp" (giving you a land if an opponent has more lands than you), or "suntide effects" (putting lands from the graveyard into play), or treasure production.

See also

References