From real Commander game data

MTG Ramp By color

Every card in Magic that gets you more mana than one land a turn, sorted by how many tracked Commander decks actually run it

Last computed 3 Sep 2026 · recomputed weekly
180
Ramp cards ranked

What are the best MTG ramp cards?

The best MTG ramp cards are the ones players actually reach for, and a handful of those measurably raise your win rate. The lists below rank every mono-color and colorless ramp card in Magic: The Gathering by how many tracked Commander decks run it, counted from real games on Playgroup.gg. Where a card has been played enough for us to measure its effect on winning, and that effect is clearly positive, its win-rate lift is shown beside the count.

Deck counts are drawn from 146,944 tracked decks on Playgroup.gg.

Lists last computed 3 Sep 2026 from decks and games tracked on Playgroup.gg.

Mana curve

How ramp differs by color

A two-mana rock and a six-mana sorcery are not the same card, so the useful question about a color is not only what it ramps with but when. Each bar is that color's ranked cards grouped by mana value. Lands count as zero.

Two mana or less Three mana Four or more
Colorless
70%
Green
57%
Black
50%
White
43%
Red
30%
Blue
20%

Share of each color's ranked cards costing two mana or less.

By color

Ramp by color

{R}

Red Ramp

Red makes treasure, which is mana right now and nothing at all next turn. It has the most explosive single turn of any color.

Clusters at three mana: 11 of 30 ranked cards.

9,426
Decks running Jeska's Will

See the full red ramp list

{B}

Black Ramp

Black pays with life and with bodies: rituals for one explosive turn, sacrifice outlets, and payoffs that scale with the Swamps you already control.

Clusters at two mana or less: 15 of 30 ranked cards.

15,718
Decks running Dark Ritual

See the full black ramp list

{U}

Blue Ramp

Blue mostly cheats on cost instead of adding mana, and what ramp it has is expensive or lasts a single turn.

Clusters at four or more: 15 of 30 ranked cards.

8,433
Decks running Mana Drain

See the full blue ramp list

{G}

Green Ramp

Green puts extra lands onto the battlefield, which is permanent, cheap and available from turn two. No other color gets this.

Clusters at two mana or less: 17 of 30 ranked cards.

28,768
Decks running Cultivate

See the full green ramp list

{W}

White Ramp

White taxes the rest of the table rather than fetching anything, and its catch-up ramp only works while someone else is ahead on lands.

Clusters at two mana or less: 13 of 30 ranked cards.

11,871
Decks running Smothering Tithe

See the full white ramp list

{C}

Colorless Ramp

Mana rocks every deck can play, whatever its color identity. This is the list all five colors share.

Clusters at two mana or less: 21 of 30 ranked cards.

123,298
Decks running Sol Ring
Show 20 more colorless ramp cards (ranks 11-30)
Methodology

How these ramp lists are built

Start with what the order means, because it shapes everything else on this page. These lists are ranked by how many tracked decks run each card, not by a rating and not by the measurement. Separately we compare decks that run a card against decks on the same commander that do not, pool those matched comparisons, and ask whether the difference is bigger than chance. Only a handful of cards clear that bar. The rest are played widely and honestly, and we cannot tell you they help.

That is why the lists are ordered by deck count rather than by the measurement. Sorting a list by a number whose confidence interval crosses zero for most of its rows would be ranking sampling error and calling it insight. Deck count is a smaller claim, but it is one the data can actually carry, and it answers the question people arrive with: which ramp cards do Commander players put in their decks?

The win-rate lift is therefore a marker, not the ranking. It appears beside a card only when that card has been played enough to judge and its measured effect is clearly positive, which means clearing minimums on games with the card, on how many separate commander groups it was seen in and on how many different pilots played it, with a cap on how much of the sample any one pilot may hold, and then landing entirely above zero. A card that was measured and came out flat gets an empty cell rather than a number near zero, because a number near zero reads as a verdict and this one is not.

Read that figure as a difference, not a multiplier. A +2.2% lift means a deck running the card wins 2.2 percentage points more often than decks on the same commander without it: 27.2% of its games rather than 25.0%. It is not a 2.2% relative increase, and it is not a claim that the card wins 2.2% of your games on its own.

Land ramp, rocks and rituals all count

The candidate pool is every Commander-legal card carrying Scryfall's ramp oracle tag, which is a human-curated tag rather than a text search. That covers land ramp, which puts extra lands onto the battlefield, mana rocks and mana creatures, which tap for mana themselves, rituals, which trade a card for one turn of extra mana, and cost reduction. One exclusion is deliberate: cards whose only mana effect is to hand a land to an opponent are removal spells, so cards like Path to Exile, which a raw reading of the tag put at the top of white ramp, are excluded from the candidate pool. Multicolor cards are left out too, because someone searching for white ramp wants mono-white cards they can put in any white deck rather than gold cards that need a second color. Each surviving card is counted across every non-archived tracked deck whose mainboard contains it.

Counts are drawn from 146,944 tracked decks on Playgroup.gg.

The ramp oracle tag comes from Scryfall and popularity across public decklists is answered better by EDHREC than by us. What we add is the count from decks that were actually played, and the measured effect on winning where there is one to report.

MTG ramp FAQ

What is ramp in Magic: The Gathering?
Ramp is any card that gets you more mana than the one land you are allowed to play each turn. It covers lands that fetch other lands, artifacts that tap for mana, creatures that do the same, rituals that give you a burst of mana for a single turn, and effects that make your spells cheaper. The name comes from ramping up: spend a card early to spend more mana later. In Commander it matters more than in shorter formats, because the games are long enough for that investment to pay off several times over.
Which color has the best ramp?
Green, and it is not close. Green ramps by putting extra lands onto the battlefield, which is permanent, hard to punish and available from turn two. Cultivate, Rampant Growth and Farseek are the cards every other color gets measured against. Black ramps through rituals and sacrifice, red makes treasure tokens for one explosive turn, white taxes its opponents rather than fetching anything, and blue mostly cheats on cost instead of adding mana. Colorless mana rocks are open to every deck, which is why Sol Ring is the most-run ramp card in Commander by a wide margin.
Are mana rocks the same thing as ramp?
Mana rocks are one kind of ramp. A rock is an artifact that taps for mana, like Sol Ring or Arcane Signet, and because artifacts are colorless almost every deck can play them. That is why the colorless list here is the one every color shares. The alternative is land ramp, which puts real lands onto the battlefield instead, and it survives a board wipe that would kill your rocks.
What counts as land ramp?
Land ramp is any card that puts an extra land onto the battlefield, rather than giving you a mana ability on a spell or an artifact. Cultivate, Rampant Growth, Farseek and Three Visits are the ones people mean, and they are counted on these lists like any other ramp. They are almost all green, which is why green's list reads as sorceries where every other color reaches for artifacts. Cards that give a land to an opponent instead of you, like Path to Exile, are removal spells and are excluded.
Why are there no multicolor ramp cards on this list?
Every list here is mono-colored on purpose. A mono-green ramp spell goes in any deck whose color identity includes green, while a two or three color ramp spell only fits decks in those exact colors. Restricting each list to a single color identity means every card on it is playable in every deck that can cast that color.
Why does this list look different from other ramp lists?
Most ramp lists are one writer's ranking. This one is counted. Every card here carries Scryfall's ramp tag, ordered by how many tracked Commander decks actually run it, so the list reflects what players sleeve up rather than what an editor rates. We also measure whether each card raises a deck's win rate against decks running the same commander without it, and only the few that clearly do carry a win-rate figure.
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Counted from decks and games tracked on Playgroup.gg. Every card name links to its full stat page.