Here's a practical framework: Low-curve aggro or combo (AMV under 2.5): 8-10 ramp pieces, favoring 1-2 CMC options like mana dorks and cheap rocks Midrange value decks (AMV 2.5-3.5): 10-12 ramp pieces with a mix of rocks, dorks, and 2-3 land ramp spells Big-mana or battlecruiser (AMV 3.5+): 12-15 ramp pieces, leaning heavily on land ramp for resilience and cards that provide 2+ mana Five-color decks: Add 2-3 extra color-fixing ramp sources on top of your base count Types of Ramp in MTG Not all ramp is created equal
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only provided a small power bonus, El Thor will KO an opposing character with a cost equal to or lower than the total life points of your opponent
Wall of Vines
Decks running the Inteleon engine will find Hisuian Heavy Ball particularly useful as they are reliant on having as many Sobbles on the bench as possible in order to fully utilize Drizziles Shady Dealings ability
I will be back in two weeks time with a plethora of Modern brews for you