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MTG Commander Ramp Mistakes: When “More Ramp” Makes Your Deck Worse

TLDR This post helps Commander players tune ramp counts by explaining when extra ramp hurts consistency, so you can stop “ramping” and start actually playing Magic. You’ve probably done it. You lose a few games, decide you were “too slow,” and solve it the Commander way: add more ramp. Then you lose again, except now […]

MTG Commander Ramp Types: Rocks vs Dorks vs Land Ramp (When Each Wins)

TLDR Your deck wants to cast spells. Ramp is how it stops lying to itself. Commander is the format where you lovingly sleeve up a 7-mana dragon, then spend the first four turns playing tapped lands and pretending you are “setting up.” This is why understanding MTG Commander ramp types matters. Rocks, dorks, and land […]

MTG Ramp in Non-Green Decks: Practical Packages That Do Not Pretend You Are Simic

This post helps Commander and casual MTG players build reliable ramp packages in non-green decks by explaining what actually works (rocks, catch-up, treasures, big-mana engines), so you can cast your spells on time without cosplaying as Simic. TLDR The problem with MTG ramp in non-green decks MTG ramp in non-green decks has one recurring tragedy: […]

MTG Fetch Lands | What are they and Why are they so Popular? 2026

TLDR Buying expensive lands in Magic the Gathering sucks. MTG fetch lands are a special kind of annoying. Especially lands that you almost always immediately put in the graveyard to find other, less expensive lands. A Scalding Tarn these days can fetch (pun intended) anywhere from “not cheap” to “why is cardboard like this,” depending […]

MTG Ramp vs Lands: When to Add Lands, When to Add Ramp

TLDR You’re asking MTG ramp vs lands, which is basically the eternal deckbuilding argument between “I want to cast spells” and “I want to cast more spells than everyone else.” Both sides are correct. Both sides are also frequently lying to themselves. The real question is: what problem are you trying to solve? Because lands […]

Understanding the Different Types of Mana in Magic: The Gathering (MTG) and Their Play Styles

Magic: The Gathering (MTG) is a diverse and complex trading card game that revolves around five colors of mana: white, blue, black, red, and green. Each of these colors represents different philosophies and play styles, creating unique experiences and strategies for players. This article will explore the different types of mana, the mechanics they represent, […]

Unfinity Space Themed Shock Lands

In this article, you’ll find all 10 Unfinity Space shock lands. We’ll also discuss where you can get them and what the odds are to open them in a booster. These are truly some of the most amazing dual lands we’ve ever got, so let’s get right to it. Unfinity Space Shock Lands – List Here […]

The Original Dual Lands of Magic the Gathering | History & Analysis

Dual lands, named for their ability to produce two colors of mana, were first printed in Limited Edition Alpha in August 1993. Often referred to simply as “duals,” these lands are fundamental among nonbasic lands. Each original dual land can tap for one of two different colors of mana. What Are Dual Lands? A Dual […]

What are MtG Shock Lands | Overview and Guide

What are Shock Lands? Shock lands are a type of dual land in Magic: The Gathering. They can be tapped for one of two different types of mana. When a shock land enters the battlefield, you can choose to pay two life to have it enter untapped. There are ten shock lands, each corresponding to […]

Ranking the Best MtG Mana Rocks for Commander

Mana rocks are artifacts that can produce mana. This can give you a leg up early in the game because you can play as many of them on your turn as you can afford.