EDH Decks:
Halfdane Sek'Kuar
Please remember to autocard, just do [ card ] CARD NAME [ / card ] and for decks you can cover the whole thing in one deck tag like this: [ deck ] All of the cards in the deck [ / deck ]
The theme is that the best ones get more than one land (card advantage), the good ones can be used more than once, situationally get more than one land, or offer some other benefit. The added utility ones are expensive, but offer some additional benefit that can synergize in some decks. The last four are good if you play powerful lands you want to tutor (e.g., Gaea's Cradle) or if you have the original duals, or if you have snow lands (the snow duals, Mouth of Ronom, Scrying Sheets).
Farhaven Elf can be a second Wood Elves, although the former only lets you search for a basic land (Wood Elves can search for an original dual or a shock land); Ondu Giant is another option with a bigger butt for one more mana. Azusa, Lost but Seeking is amazing and pairs well, of course, with Seek the Horizon. I'm also a fan of Primal Growth, although it is a little situational, but is good for making use out of a little utility creature that's already served its purpose.
if you're running a bunch of creatures/tokens: perilous forays.
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"I will flay the skin from your flesh and the flesh from your bones and scrape your bones dry. And still you will not have suffered enough." -Greven il-Vec, to Gerrard
Farhaven Elf can be a second Wood Elves, although the former only lets you search for a basic land (Wood Elves can search for an original dual or a shock land); Ondu Giant is another option with a bigger butt for one more mana. Azusa, Lost but Seeking is amazing and pairs well, of course, with Seek the Horizon. I'm also a fan of Primal Growth, although it is a little situational, but is good for making use out of a little utility creature that's already served its purpose.
The other thing is that Wood Elves puts the land into play untapped.
No love for Shard Convergeance? In a five color deck, you can completely fix your mana base with it (assuming you're playing the with $1000 worth of land). It doesn't ramp, but you're going to guarantee your next four land drops.
The biggest difference is that those cards can be shut down easily with damage or -x/-x or wraths, and there goes your mana base.
The ramp cards we've been discussing are cards that actually thin your deck and put lands in your hand (card advantage) and/or on the field
same mana cost but instead of getting another land in your hand, you get a 0/1 token that can sac for 1. You can only use this token once, and it only produces 1. It might be useful in standard to get that awesome card out turn 3/4, but in EDH, getting lands in your hand and on the field is way more important (of course depending on the deck)
The biggest difference is that those cards can be shut down easily with damage or -x/-x or wraths, and there goes your mana base.
The ramp cards we've been discussing are cards that actually thin your deck and put lands in your hand (card advantage) and/or on the field
same mana cost but instead of getting another land in your hand, you get a 0/1 token that can sac for 1. You can only use this token once, and it only produces 1. It might be useful in standard to get that awesome card out turn 3/4, but in EDH, getting lands in your hand and on the field is way more important (of course depending on the deck)
I understand the difference between my suggestions and the rest of the ones being discussed, but the OP asked for green mana acceleration, and no on had offered any mana critters. The mother of all ramp in green is Gaea's Cradle, and the only card that compares to it is Rofellos, Llanowar Emissary. If your ramping in green, cradle and the bugs should not be over looked, as 3 mana on turn 2 is always good, no matter how you do it.
And on Growth Spasm: at the end of the turn you still have 2 extra sources of mana, although one is strictly inferior to a land (unless in conjunction with the afore mentioned Cradle). However, Growth Spasm can net you more mana than Kodama's Reach or Cultivate with the Eldrazi Spawn, even if it is only a one time shot. Cranking out your big spells a turn earlier is always good, even if the mana source is depleted for future use. By turn 4-5, you should be well into / above 6-7 mana in a ramping green deck, and anything after that is really just gravy. I recommend playing with more Growth Spasm, it's better than you think.
Aaaaaaaaaaand Go!
Standard
GWB Junk Rites GWB
Brewing
GWBU 4-Color Rites/Aggro GWBU
Rules Advisor
That's all that's coming off the top of my head right now.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Halfdane
Sek'Kuar
Please remember to autocard, just do [ card ] CARD NAME [ / card ] and for decks you can cover the whole thing in one deck tag like this: [ deck ] All of the cards in the deck [ / deck ]
Best:
Good:
Added Utility:
Good depending on other lands:
The theme is that the best ones get more than one land (card advantage), the good ones can be used more than once, situationally get more than one land, or offer some other benefit. The added utility ones are expensive, but offer some additional benefit that can synergize in some decks. The last four are good if you play powerful lands you want to tutor (e.g., Gaea's Cradle) or if you have the original duals, or if you have snow lands (the snow duals, Mouth of Ronom, Scrying Sheets).
you forgot Journey of Discovery and Sprouting Vines (my personal favorite)
and i'm guessing everyone know what put the RAMP in mana ramp?
Farhaven Elf can be a second Wood Elves, although the former only lets you search for a basic land (Wood Elves can search for an original dual or a shock land); Ondu Giant is another option with a bigger butt for one more mana. Azusa, Lost but Seeking is amazing and pairs well, of course, with Seek the Horizon. I'm also a fan of Primal Growth, although it is a little situational, but is good for making use out of a little utility creature that's already served its purpose.
critters: the best around, oracle of mul daya, sakura-tribe elder, primeval titan, seedguide ash.
if you're running a bunch of creatures/tokens: perilous forays.
EDH
GUBVorosh, the HunterGUB
BRGKarrthus, Tyrant of JundBRG
GMolimo, Maro-SorcererG
UThada Adel, AcquisitorU list soon
BEndrek Sahr, Master BreederB
Cool, I like Sprouting Vines. I'm not totally sold on Journey of Discovery, it's too expensive.
The other thing is that Wood Elves puts the land into play untapped.
MTGO - SnowMercy
I Have a Trade Thread!
http://forums.mtgsalvation.com/showthread.php?t=266130
I've just always been partial to the flexibility of entwine/kicker cards
also yeah, it's always fun to get 7 lands with Sprouting Vines
Primal Growth is another favorite of mine..
Also: Ramp that helps everyone
Veteran Explorer
New Frontiers
Clear the Land
Manabond
Burgeoning *Can be nuts
Hmm, I didn't even know the last one existed. Seems better than Exploration in EDH.
All those can be pretty awesome in an opening hand, they really shine if you're drawing a lot.
And I'm totally behind Shard Convergence. Really great mana fixer.
http://forums.mtgsalvation.com/showthread.php?t=353661
Needs more Werebear FTW. Or Radha, Heir to Keld.
See also: Growth Spasm. I think it's on par with Cultivate and Kodama's Reach, with more Gaea's Cradle synergistic goodness.
BRRakdos, Lord of RiotsBR
The biggest difference is that those cards can be shut down easily with damage or -x/-x or wraths, and there goes your mana base.
The ramp cards we've been discussing are cards that actually thin your deck and put lands in your hand (card advantage) and/or on the field
Growth spasm is pretty bad considering - more so when side by side a cultivate
same mana cost but instead of getting another land in your hand, you get a 0/1 token that can sac for 1. You can only use this token once, and it only produces 1. It might be useful in standard to get that awesome card out turn 3/4, but in EDH, getting lands in your hand and on the field is way more important (of course depending on the deck)
I understand the difference between my suggestions and the rest of the ones being discussed, but the OP asked for green mana acceleration, and no on had offered any mana critters. The mother of all ramp in green is Gaea's Cradle, and the only card that compares to it is Rofellos, Llanowar Emissary. If your ramping in green, cradle and the bugs should not be over looked, as 3 mana on turn 2 is always good, no matter how you do it.
And on Growth Spasm: at the end of the turn you still have 2 extra sources of mana, although one is strictly inferior to a land (unless in conjunction with the afore mentioned Cradle). However, Growth Spasm can net you more mana than Kodama's Reach or Cultivate with the Eldrazi Spawn, even if it is only a one time shot. Cranking out your big spells a turn earlier is always good, even if the mana source is depleted for future use. By turn 4-5, you should be well into / above 6-7 mana in a ramping green deck, and anything after that is really just gravy. I recommend playing with more Growth Spasm, it's better than you think.
BRRakdos, Lord of RiotsBR
Clear the Land is also technically a ramp spell.
Garruk Wildspeaker is also technically Ramp.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
turn one play, turn two level up, use the 2 mana from the tap for whatever, so you lose no momentum, turn three 5-6 mana available no sweat.
10.) No taxing cards.
If i wanted to pay 1 more on my Fresh Volunteers, then id just have played Pearled Unicorn.