Your "fact" of relying or needing artifacts is ultimately lazy and uncreative deckbuilding, which is exactly the point of my post. Throwing Worn Powerstone for example into a mono white deck isnt ramp, its pure mindlessness that will make all of your non green mono color decks exactly the same. I wouldn't call a suggestion of recommending Land Tax as ramp, it 100% factually isn't ramp. It does not put you ahead in lands, it mearly gaurantees land drops for as long as you get lands from it. It isn't a legit or viable solution when it isnt land ramp. Using an artifact to put lands from your hands doesn't count either, because again, you are relying on artifacts.
The OP's thread title is literally named MONO WHITE RAMP IDEAS. Again, it isn't viable or legit when the cards mentioned are literally not white cards or land ramp. Use your imaginations people.
The OP has clearly stated in the first sentence of his post that he is running Avacyn, Angel of Hope as his commander.
Now please keep in mind that this an 8 mana commander, and your somehow suggesting that running artifact
acceleration is "lazy and uncreative deckbuilding", and on top of that you've still managed to disparage everybody's
contributions to this thread yet again...
lol, nearly every reply here is artifacts that can go in any deck, so they aren't "white ramp". Can any of you name actual mono white cards that are *just white* that are true land ramp, and not just lands that are put into your hand or land fixing? Like for example, Kor Cartographer, Planar Birth (with lands in your graveyard), Oath of Lieges...?? Land Tax, Tithe, Knight of the White Orchid are NOT ramp!
Every card you mentioned has already been mentioned in the thread. Oh and Knight of the White Orchid IS in fact ramp. One of Mono-white's weaknesses is mana acceleration. That's how the color pie works. Its not uncreative or unimaginative to use artifacts. Coming into a thread and being an unnecessary douchebag does literal nothing for anyone.
Using Sol Ring or Worn Powerstone as a crutch just to say, "ramp is just white's weaknesses" is the very definition of lazy, boring, uninspired, uncreative junk. I provided an example for white ramp with Planar Birth, which absolutely no one before me in this thread mentioned. Planar birth is white ramp, and a hidden gem that can be used a million times more creativly than Sol Ring. If you're just relying on artifacts for ramp in a mono white deck, then you are no longer playing a white deck. It becomes the same artifact deck that everyone else plays with a splash of white. Yawn.
Using Sol Ring or Worn Powerstone as a crutch just to say, "ramp is just white's weaknesses" is the very definition of lazy, boring, uninspired, uncreative junk. I provided an example for white ramp with Planar Birth, which absolutely no one before me in this thread mentioned. Planar birth is white ramp, and a hidden gem that can be used a million times more creativly than Sol Ring. If you're just relying on artifacts for ramp in a mono white deck, then you are no longer playing a white deck. It becomes the same artifact deck that everyone else plays with a splash of white. Yawn.
I see. The first mention was by you. My apologies. However that doesn't make your later posts any less douchey. Excuse me if I'm not awed by the creativity of float mana, gain a bunch through Zuran Orb, Planar Birth. Here's the thing. Sol Ring, particularly on turn 1, is more powerful than basically all of the actual white ramp cards. Using powerful cards is over weak cards is not a lack of creativity. Oh and did I mention that your beloved Planar Birth does nothing by itself. Not a trait you want in ramp. If using subpar cards gives you a feeling of superiority that's all well and good but keep it to your self don't go insulting others.
lol, nearly every reply here is artifacts that can go in any deck, so they aren't "white ramp". Can any of you name actual mono white cards that are *just white* that are true land ramp, and not just lands that are put into your hand or land fixing? Like for example, Kor Cartographer, Planar Birth (with lands in your graveyard), Oath of Lieges...?? Land Tax, Tithe, Knight of the White Orchid are NOT ramp!
Every card you mentioned has already been mentioned in the thread. Oh and Knight of the White Orchid IS in fact ramp. One of Mono-white's weaknesses is mana acceleration. That's how the color pie works. Its not uncreative or unimaginative to use artifacts. Coming into a thread and being an unnecessary douchebag does literal nothing for anyone.
Using Sol Ring or Worn Powerstone as a crutch just to say, "ramp is just white's weaknesses" is the very definition of lazy, boring, uninspired, uncreative junk. I provided an example for white ramp with Planar Birth, which absolutely no one before me in this thread mentioned. Planar birth is white ramp, and a hidden gem that can be used a million times more creativly than Sol Ring. If you're just relying on artifacts for ramp in a mono white deck, then you are no longer playing a white deck. It becomes the same artifact deck that everyone else plays with a splash of white. Yawn.
Planar birth isn't ramp, for you to have that many cards in your graveyard you have to have some sort of combo that requires enough mana..that you are already in the later game when ramp is worthless.
In casual enough playgroups Temple of the False God is a no-brainer. Especially if you run a lot of pseudo ramp, that "only" puts the lands into your hand, yet makes you hit your land drops before it comes into play.
Ancient Tomb comes with a downside, but is what it is.
Crystal Vein and Ruins of Trokair might not be amazing but could be just enough to drop your Commander a turn early.
Walking Atlas is a big pet card of a friend and ,even though i don't consider it good enough, it can reliably ramp you, if you have it in your starting hand or draw into it early. Terrain Generator is the land counterpart and decent.
Kor Cartographer is underrated, as it can unconditionally fetch Mistveil Plains and dual type lands outside of mono-W. Knight of the White Orchid is a little more situational, yet totally playable. Oreskos Explorer is worse than the two but can be playable if your Meta isn't anywhere close to cutthroat.
Serra's Sanctum is a champ if you run enough Enchantments to support it.
Skull clamp, are there any lands for white that create token creatures? My deck is pretty stacked in other areas but figured adding 2 or 3 lands to create tokens would not throw things off.
Kjeldoran Outpost creates 1/1s, though you have to sacrifice a plains as it enters. Springjack Pasture creates 0/1s. If they stick around, you can even sacrifice them for mana, so it's ramp in a way, too.
Sliver Hive makes 1/1s, if you control a sliver. Probably not the best option, since none of the mono-white slivers are especially good on their own, and neither Hivestone nor Sliversmith are really worth playing. I suppose Hive Stirrings isn't the worst thing in the world if you're desperate.
That is a very cool spell except it could also work against my deck as well. Say I'm playing someone who uses fetchlands... Most people I play seem to use those and white doesn't have many so suddenly I'm at a disadvantage as mono white doesn't tend to fill its coffers as quickly as say a 5 color scion deck.
@crumbcrispcoating, I'm more than happy to find out about cards I may not be aware of. For example I own a scroll rack and never have used it in any deck. I found out I needed to use that in this thread. People can't know what I do and don't know, and I'm actually a very casual player who likes to be more inventive than simply diving into EDHrec and I find these community threads produce amazing ideas. My Zirilan deck developed a great little Land destruction element thanks to some clever ideas on these forums.
I appreciate everyone's ideas, lets try to respectfully collaborate here.
In casual enough playgroups Temple of the False God is a no-brainer. Especially if you run a lot of pseudo ramp, that "only" puts the lands into your hand, yet makes you hit your land drops before it comes into play.
Ancient Tomb comes with a downside, but is what it is.
Crystal Vein and Ruins of Trokair might not be amazing but could be just enough to drop your Commander a turn early.
Walking Atlas is a big pet card of a friend and ,even though i don't consider it good enough, it can reliably ramp you, if you have it in your starting hand or draw into it early. Terrain Generator is the land counterpart and decent.
Kor Cartographer is underrated, as it can unconditionally fetch Mistveil Plains and dual type lands outside of mono-W. Knight of the White Orchid is a little more situational, yet totally playable. Oreskos Explorer is worse than the two but can be playable if your Meta isn't anywhere close to cutthroat.
Serra's Sanctum is a champ if you run enough Enchantments to support it.
That card is awesome! I have allot of creature revival but no way to get artifacts back w/o wasting slots in the deck. But reviving my stoneforge mystic I can then retrieve a equipment I bury. Glorious little card that doesn't take up a slot but makes what I have already more powerful, better late game.
I find mono color decks struggle in late game because they lack abilities to respond dynamically like say my scion deck seems to handle every situation.
Technically speaking you can run all of the fetchlands since they don't have a mana symbol. Naturally only the ones that can grab plains are actually useful.
I have allot of creature revival but no way to get artifacts back w/o wasting slots in the deck. But reviving my stoneforge mystic I can then retrieve a equipment I bury. Glorious little card that doesn't take up a slot but makes what I have already more powerful, better late game.
I find mono color decks struggle in late game because they lack abilities to respond dynamically like say my scion deck seems to handle every situation.
If people are sick of reading about stuff just stop taking part. You have 100% control over what you read. Simic Ascendancy isn't going to get banned just because you didn't tell someone to shut up on the internet.
Got to say thanks so much. My Avacyn, Angle of Hope deck is mean and fast. Its still super naked to blue but its so darn fast at this point its about 1 turn behind my fastest deck, but when I get avacyn out so early if there is no removal I can typically get a world slayer, Armageddon, or something else mean and take the game. But it is also really good at the longer matches where the other mechanics come into play.
All the ramp suggestions informed a very aggressive build. I am still tuning it a little bit, getting the right amount of card draw is challenging.
Got to say thanks so much. My Avacyn, Angle of Hope deck is mean and fast. Its still super naked to blue but its so darn fast at this point its about 1 turn behind my fastest deck, but when I get avacyn out so early if there is no removal I can typically get a world slayer, Armageddon, or something else mean and take the game. But it is also really good at the longer matches where the other mechanics come into play.
All the ramp suggestions informed a very aggressive build. I am still tuning it a little bit, getting the right amount of card draw is challenging.
Time to share your decklist with the world, me thinks!
Got to say thanks so much. My Avacyn, Angle of Hope deck is mean and fast. Its still super naked to blue but its so darn fast at this point its about 1 turn behind my fastest deck, but when I get avacyn out so early if there is no removal I can typically get a world slayer, Armageddon, or something else mean and take the game. But it is also really good at the longer matches where the other mechanics come into play.
All the ramp suggestions informed a very aggressive build. I am still tuning it a little bit, getting the right amount of card draw is challenging.
Time to share your decklist with the world, me thinks!
I'll have to upload it tomorrow evening. I'm bad cause I've tweaked it so much I can't recall the final deck list.
Plays very well in my meta. Still can stumble when it doesn't get a decent opening hand because so many commander decks have tutoring effects from the gen, mine doesn't. But playing for a different kind of win con is allot of fun.
2 Ghostly Prisons in the Maybeboard seems like an overkill in a singleton format.
No wonder you were having problems with ramp, with a curve that averages at 4,45. Descend upon the Sinful feels off with a commander giving indestructible to your creatures. Did you consider Planar Cleansing, Rout or Fated Retribution instead? If you feel like solving problems with opponents' indestructible stuff i can strongly advise you to run Tragic Arrogance as you get to choose what which player is going to keep. Either war i'd run more board wipe effects to maximize your commanders effect.
I don't really see a reason not to include Path to Exile, Swords to Plowshares, Return to Dust and Forsake the Worldly. Having instant speed answers/removal feels crucial - at least in my Meta. Mother of Runes is another Auto Include, if you ask me.
Other than that it looks like a fun flying beatdown deck.
Hey, I just found this and I am currently working on the same project.
There are some extremely good threads on MTG Salavation with really cool tips on playing mono-white in general.
I plan to run the big 3 Land Draw cards.
Tithe
Land Tax (+ Scroll Rack if its in your $$)
Weathered Wayfarer
Land Tax is tutorable with Enlightned Tutor if necessary.
Wayfarer falls in fetch range of Ranger of Eos and Recruiter of the Guard.
I have already invested in Snow Covered Plains for the Extraplanar Lens, and Although it can viewed as counter productive with White's land filtering spells, I am including Scrying Sheets for additional Pseudo-draw if for nothing else in early game scenarios where nothing better comes out.
Make sure you make the most of Scrying Sheets if you run it by running Coldsteel Heart and Adarkar Valkyrie.
And yes in the early game Wayfarer's life expectancy is pretty short. So if Incan manage to pull him early game, My three priorities are Emeria, Scrying Sheets, and High Market
So I can hopefully later keep ramping by drawing into Knight of the white Orchid, or Solemn Simulacrum.
All the other ideas and plans I am looking at have been discussed in this thread.
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The OP has clearly stated in the first sentence of his post that he is running Avacyn, Angel of Hope as his commander.
Now please keep in mind that this an 8 mana commander, and your somehow suggesting that running artifact
acceleration is "lazy and uncreative deckbuilding", and on top of that you've still managed to disparage everybody's
contributions to this thread yet again...
Pauper EDH: ~ Rhox War Monk ~ Scornful Aether-Lich ~ Ashenmoor Gouger ~ Ascended Lawmage ~ Nightscape Battlemage ~ Warden of the Eye ~ Hedge Troll ~ Dinrova Horror ~ Renata
Pauper 60: ~ Caw Blade ~ MonoU Delver ~ MonoW Monk Fish ~
Standard: ~ Boros Knights ~ RDW ~
Pioneer: ~ U BControl ~
Modern: ~ UB Control ~
Legacy/Vintage: ~ MonoU Delver ~
93/94: ~ Erhnamgeddon ~
Using Sol Ring or Worn Powerstone as a crutch just to say, "ramp is just white's weaknesses" is the very definition of lazy, boring, uninspired, uncreative junk. I provided an example for white ramp with Planar Birth, which absolutely no one before me in this thread mentioned. Planar birth is white ramp, and a hidden gem that can be used a million times more creativly than Sol Ring. If you're just relying on artifacts for ramp in a mono white deck, then you are no longer playing a white deck. It becomes the same artifact deck that everyone else plays with a splash of white. Yawn.
If my post has no tags, then i posted from my phone.
I see. The first mention was by you. My apologies. However that doesn't make your later posts any less douchey. Excuse me if I'm not awed by the creativity of float mana, gain a bunch through Zuran Orb, Planar Birth. Here's the thing. Sol Ring, particularly on turn 1, is more powerful than basically all of the actual white ramp cards. Using powerful cards is over weak cards is not a lack of creativity. Oh and did I mention that your beloved Planar Birth does nothing by itself. Not a trait you want in ramp. If using subpar cards gives you a feeling of superiority that's all well and good but keep it to your self don't go insulting others.
Planar birth isn't ramp, for you to have that many cards in your graveyard you have to have some sort of combo that requires enough mana..that you are already in the later game when ramp is worthless.
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Ancient Tomb comes with a downside, but is what it is.
Crystal Vein and Ruins of Trokair might not be amazing but could be just enough to drop your Commander a turn early.
Nykthos, Shrine to Nyx is an auto-include in all mono and even a few dual color decks.
Walking Atlas is a big pet card of a friend and ,even though i don't consider it good enough, it can reliably ramp you, if you have it in your starting hand or draw into it early. Terrain Generator is the land counterpart and decent.
Lotus Vale and Scorched Ruins might hurt you a lot if destroyed, yet grant you extra mana and if you have Sun Titan, Faith's Reward, Planar Birth or the likes they can be highly explosive.
Myriad Landscape has been mentioned and is great.
Kor Cartographer is underrated, as it can unconditionally fetch Mistveil Plains and dual type lands outside of mono-W. Knight of the White Orchid is a little more situational, yet totally playable. Oreskos Explorer is worse than the two but can be playable if your Meta isn't anywhere close to cutthroat.
Serra's Sanctum is a champ if you run enough Enchantments to support it.
Fountain of Cho, Icatian Store, Mage-Ring Network and Mirrodin's Core are slow, but might be worth a try with a commander sitting at 5WWW
Some might consider playing Thawing Glaciers, but i'm not a fan.
I've seen people trying Surveyor's Scope, but it was mostly a dead card, both in hand and on board.
Tithe is pretty good despite the fact the cards only go to hand, Gift of Estates is the worse counterpart.
Thespian's Stage and Vesuva can be a lot of fun and accelerate you, if one of your opponents has a good target for them. E.g. if an opponent has Urborg, Tomb of Yawgmoth and Cabal Coffers.
Urza's Mine. Urza's Power Plant and Urza's Tower are propably too hard to set up, but hey, they would be ramp.
Solemn Simulacrum and Burnished Hart are great ramp outside of G.
Armillary Sphere, Braidwood Sextant, Journeyer's Kite, Mycosynth Wellspring, Wild-Field Scarecrow, Pilgrim's Eye, Renegade Map, Travelers' Amulet and Wanderer's Twig are unplayable if you ask me, if you aren't able to abuse them somehow. Only comparable card i'd run is Thaumatic Compass/Spires of Orazca.
Land Tax/Oath of Lieges have been discussed before. I'd run the former and ditch the other.
Expedition Map and Weathered Wayfarer are great if you have great enough targets for them.
Explorer's Scope if you feel like gambling. Far worse than Sword of the Animist of course.
Oblivion Sower is a gamble too, but occasionally i see it hit 2-3 lands.
Settle the Wreckage is great. Especially if you run a lot of tokens and/or your opponent doesn't run a lot of basics.
Pearl Medallion should go into any mono-W deck.
Other than all these land things there's about a ton of playable mana rocks... Basalt Monolith, Chromatic Lantern, Chrome Mox, Coalition Relic, Coldsteel Heart, Commander's Sphere, Darksteel Ingot, Dreamstone Hedron, Everflowing Chalice, Fellwar Stone, Fractured Powerstone, Gilded Lotus, Grim Monolith, Hedron Archive, Mana Crypt, Mana Vault, Marble Diamond, Mind Stone, Mox Diamond, Mox Opal, Prismatic Lens, Sisay's Ring, Sol Ring (duh), Star Compass, Thought Vessel, Thran Dynamo, Tooth of Ramos, Unstable Obelisk, Ur-Golem's Eye, Worn Powerstone, ...
Surely it is a matter of preferences and your wallet - we're talking MTG after all.
Foundry of the Consuls creates two 1/1s once. Spawning Bed creates three 1/1s once.
Gods' Eye, Gate to the Reikai creates a 1/1 when it dies (target it with your own Ghost Quarter, maybe?)
Kjeldoran Outpost creates 1/1s, though you have to sacrifice a plains as it enters.
Springjack Pasture creates 0/1s. If they stick around, you can even sacrifice them for mana, so it's ramp in a way, too.
Sliver Hive makes 1/1s, if you control a sliver. Probably not the best option, since none of the mono-white slivers are especially good on their own, and neither Hivestone nor Sliversmith are really worth playing. I suppose Hive Stirrings isn't the worst thing in the world if you're desperate.
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- A TON of mana rocks - Sol Ring, Worn Powerstone, Thran Dynamo, Hedron Archive, Mind Stone, Marble Diamond, Everflowing Chalice.
- A couple lands that let me "cheat" on mana - Ancient Tomb, Temple of the False God.
- Wayfarer's Bauble, Expedition Map, and a Auriok Salvagers/Salvaging Station engine to keep the lands flowing.
- Kor Cartographer and Weathered Wayfarer - Wayfarer can grab my pain lands and utility lands like Dust Bowl, Ghost Quarter, Geir Reach Sanitarium, and Ancient Den, while Cartographer is true ramp and can find Mistveil Plains if I need it.
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@crumbcrispcoating, I'm more than happy to find out about cards I may not be aware of. For example I own a scroll rack and never have used it in any deck. I found out I needed to use that in this thread. People can't know what I do and don't know, and I'm actually a very casual player who likes to be more inventive than simply diving into EDHrec and I find these community threads produce amazing ideas. My Zirilan deck developed a great little Land destruction element thanks to some clever ideas on these forums.
I appreciate everyone's ideas, lets try to respectfully collaborate here.
Great pile of ideas here that do more that help me with this mono white ramp issue, Huge thanks.
Mistveil Plains
That card is awesome! I have allot of creature revival but no way to get artifacts back w/o wasting slots in the deck. But reviving my stoneforge mystic I can then retrieve a equipment I bury. Glorious little card that doesn't take up a slot but makes what I have already more powerful, better late game.
I find mono color decks struggle in late game because they lack abilities to respond dynamically like say my scion deck seems to handle every situation.
Glad you liked my ramp suggestions.
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Got to say thanks so much. My Avacyn, Angle of Hope deck is mean and fast. Its still super naked to blue but its so darn fast at this point its about 1 turn behind my fastest deck, but when I get avacyn out so early if there is no removal I can typically get a world slayer, Armageddon, or something else mean and take the game. But it is also really good at the longer matches where the other mechanics come into play.
All the ramp suggestions informed a very aggressive build. I am still tuning it a little bit, getting the right amount of card draw is challenging.
I'll have to upload it tomorrow evening. I'm bad cause I've tweaked it so much I can't recall the final deck list.
http://tappedout.net/mtg-decks/eternal-legion-1/
Plays very well in my meta. Still can stumble when it doesn't get a decent opening hand because so many commander decks have tutoring effects from the gen, mine doesn't. But playing for a different kind of win con is allot of fun.
No wonder you were having problems with ramp, with a curve that averages at 4,45.
Descend upon the Sinful feels off with a commander giving indestructible to your creatures. Did you consider Planar Cleansing, Rout or Fated Retribution instead? If you feel like solving problems with opponents' indestructible stuff i can strongly advise you to run Tragic Arrogance as you get to choose what which player is going to keep. Either war i'd run more board wipe effects to maximize your commanders effect.
I don't really see a reason not to include Path to Exile, Swords to Plowshares, Return to Dust and Forsake the Worldly. Having instant speed answers/removal feels crucial - at least in my Meta. Mother of Runes is another Auto Include, if you ask me.
Other than that it looks like a fun flying beatdown deck.
There are some extremely good threads on MTG Salavation with really cool tips on playing mono-white in general.
I plan to run the big 3 Land Draw cards.
Tithe
Land Tax (+ Scroll Rack if its in your $$)
Weathered Wayfarer
Land Tax is tutorable with Enlightned Tutor if necessary.
Wayfarer falls in fetch range of Ranger of Eos and Recruiter of the Guard.
I have already invested in Snow Covered Plains for the Extraplanar Lens, and Although it can viewed as counter productive with White's land filtering spells, I am including Scrying Sheets for additional Pseudo-draw if for nothing else in early game scenarios where nothing better comes out.
Make sure you make the most of Scrying Sheets if you run it by running Coldsteel Heart and Adarkar Valkyrie.
And yes in the early game Wayfarer's life expectancy is pretty short. So if Incan manage to pull him early game, My three priorities are Emeria, Scrying Sheets, and High Market
So I can hopefully later keep ramping by drawing into Knight of the white Orchid, or Solemn Simulacrum.
All the other ideas and plans I am looking at have been discussed in this thread.