{G}

Green Ramp

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

Last computed 24 Sep 2026 · recomputed weekly
30
Green ramp cards ranked
What it costs
Two mana or less
18
Three mana
9
Four or more
3

Mana value of the 30 green ramp cards ranked below. Lands count as zero.

What are the best green ramp cards in MTG?

The best green ramp cards in MTG are the ones players actually reach for, and a handful of those measurably raise your win rate. The list below ranks every mono-green 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.

Green ramp clusters at two mana or less: 18 of the 30 cards below, 60% of the list.

Deck counts are drawn from 165,328 tracked decks on Playgroup.gg.

See ramp in every color on the main list.

{G}

The most-played mono-green ramp cards

Ranked by the number of tracked decks running the card, not by a rating. A win-rate lift appears beside the few cards whose measured effect on winning is clearly positive.

31,790
Decks running Cultivate
Show 20 more green ramp cards (ranks 11-30)
# Card Decks
11
Delighted Halfling
Delighted Halfling {G} +1.5% win rate · 17,001 games with it · 2083 pilots · 582 commander groups
8,075
12
Tireless Provisioner
Tireless Provisioner {2} {G} +2.0% win rate · 14,161 games with it · 2102 pilots · 331 commander groups
6,922
13
The Great Henge
The Great Henge {7} {G} {G} +2.7% win rate · 13,290 games with it · 1888 pilots · 559 commander groups
6,921
14
Explore
Explore {1} {G}
6,799
15
Harrow
Harrow {2} {G}
6,307
16
Wild Growth
Wild Growth {G} +1.0% win rate · 13,677 games with it · 1817 pilots · 544 commander groups
6,247
17
Bloom Tender
Bloom Tender {1} {G} +3.2% win rate · 12,765 games with it · 1744 pilots · 378 commander groups
6,025
18
Fyndhorn Elves
Fyndhorn Elves {G} +1.0% win rate · 10,524 games with it · 1527 pilots · 388 commander groups
5,937
19
Skyshroud Claim
Skyshroud Claim {3} {G} +0.8% win rate · 10,252 games with it · 1536 pilots · 495 commander groups
5,360
20
Selvala, Heart of the Wilds
Selvala, Heart of the Wilds {1} {G} {G} +1.6% win rate · 10,225 games with it · 1514 pilots · 341 commander groups
5,091
21
Lotus Cobra
Lotus Cobra {1} {G} +1.9% win rate · 10,597 games with it · 1629 pilots · 263 commander groups
5,011
22
Dryad of the Ilysian Grove
Dryad of the Ilysian Grove {2} {G} +1.0% win rate · 9,724 games with it · 1495 pilots · 280 commander groups
4,762
23
Kami of Whispered Hopes
Kami of Whispered Hopes {2} {G} +1.1% win rate · 10,548 games with it · 1578 pilots · 254 commander groups
4,708
24
Exploration
Exploration {G} +2.2% win rate · 9,495 games with it · 1300 pilots · 357 commander groups
4,665
25
Fanatic of Rhonas
Fanatic of Rhonas {1} {G} +1.4% win rate · 10,149 games with it · 1444 pilots · 389 commander groups
4,504
26
Utopia Sprawl
Utopia Sprawl {G} +0.8% win rate · 9,590 games with it · 1318 pilots · 447 commander groups
4,387
27
Azusa, Lost but Seeking
Azusa, Lost but Seeking {2} {G} +1.9% win rate · 8,907 games with it · 1374 pilots · 287 commander groups
4,314
28
Oracle of Mul Daya
Oracle of Mul Daya {3} {G} +1.0% win rate · 7,056 games with it · 1196 pilots · 225 commander groups
3,843
29
Springbloom Druid
Springbloom Druid {2} {G}
3,764
30
Gaea's Cradle
Gaea's Cradle
3,705
Other colors

Ramp in the other colors

A green deck can also run every colorless mana rock, and most Commander decks are not mono-colored:

Methodology

How this list is built

The candidate pool is every Commander-legal card carrying Scryfall's ramp oracle tag with a mono-green color identity. That covers land ramp, mana rocks and creatures, rituals and cost reduction, minus cards whose only mana effect is to hand a land to an opponent, which are removal spells. Multicolor cards are excluded on purpose: a green ramp card should go in any green deck. Each card is counted across every non-archived tracked deck whose mainboard contains it, and the list is ordered by that count.

Most ramp cards do not measurably change whether you win. 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. Ordering a list by a number whose confidence interval crosses zero for most of its rows would be ranking sampling error, so the list is ordered by deck count instead and the measurement rides alongside.

A win-rate lift appears beside a card only when it has been played enough to judge and its measured effect is clearly positive: minimums on games with the card, on separate commander groups and on distinct pilots, a cap on how much of the sample any one pilot may hold, and an interval 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.

Counts are drawn from 165,328 tracked decks on Playgroup.gg.

Read the full methodology on the main ramp page

Green 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, which is usually what people are asking for when they search for green ramp.
Why is green's ramp mostly land searching?
Because lands are green's part of the color pie, so extra lands are what green is allowed to fetch. Cultivate and Kodama's Reach find two of them, Rampant Growth and Three Visits find one cheaply, and Farseek reaches for a dual. Land ramp is the most durable kind there is: a board wipe kills everyone's mana rocks and mana creatures and leaves your lands alone. The trade is that you spend a card and some mana early for a land that nothing short of land destruction takes away.
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.