Last updated on March 20, 2026

Smothering Tithe - Illustration by Daisuke Tatsuma

Smothering Tithe | Illustration by Daisuke Tatsuma

Ramp is a cornerstone of Magic, an important part of improving the efficiency of your favorite decks. Some decks ramp out big, scary creatures, while others need ramp to feed impactful X spells or high storm counts.

So which enchantments should you consider for your builds? Which of these ramp enchantments are the all-stars, the ones that show up in many decks regardless of specific strategy?

Let’s dive into it.

What Are Ramp Enchantments in MTG?

Glorious Sunrise - Illustration by Andreas Zafiratos

Glorious Sunrise | Illustration by Andreas Zafiratos

Ramp enchantments are Magic cards with the enchantment card type that increase your access to mana. In Magic, you expect to increase your mana pool by 1 each turn if you hit your land drops; you’ll play 1-mana spells on turn 1, 2-mana spells on turn 2, etc. Ramp effects help you to play cards ahead of schedule.

Ramping is distinct from cost reduction effects like Training Grounds, since ramp cares about your mana sources, not the mana values of the cards you’re trying to play or the abilities you’re trying to activate. I’m leaving aside Unbound Flourishing because I consider it closer to cost reduction than true ramp.

I do not look at effects that are simply color fixing. Abundant Growth is an aura that enchants a land and gives it an ability to tap for mana of any color. However, it doesn’t increase the amount of mana you have access to, just which colors. Cards like Abundance that tutor lands to your hand or fix your draws aren’t included here either, although they do set up effects that dump lands from your hand to the battlefield.

I also leave aside enchantments with triggered abilities that are too situational to really call “ramp.” For example, Land Tax has a trigger that checks if someone has more lands than you do. It’s not really ramp, since it won’t pull you further ahead if you’re already in the lead. Smuggler's Share is close, but I consider it another catch-up card. For similar reasons, I don’t consider Guild Artisan a ramp card.

With regards to treasure tokens, I want effects that are repeatable. If it only gives you a Treasure when it enters or is a saga with one chapter that gives you a Treasure, I leave it aside.

This list is weighted toward the Commander format, so let me know your favorite ramp enchantments for other MTG formats in the comments!

Unranked: Fastbond

Fastbond

Fastbond is so powerful that it’s only legal in Vintage. It’s just patently unfair to rank it against everything else, so I’ll stick it here and be done with it.

Unranked: Urza’s Saga + Valgavoth’s Lair

Urza's SagaValgavoth's Lair

Urza's Saga and Valgavoth's Lair have the distinction of being both lands and enchantments on their front face, but they each only generate 1 mana and function more as lands than enchantments. Urza’s Saga is one of the best colorless cards and best sagas in the game, though.

Honorable Mentions

Both The Legend of Kyoshi/Avatar Kyoshi and The Legend of Roku/Avatar Roku count as enchantments and turn your mana gauge way up, but with Kyoshi this is only after the third saga. With Roku there's the chapter with one mana of any color, and the hefty firebending 4 but this mana is restricted to an attack and during combat. Look back on the cost of these sagas, and if your deck can keep them in play, you'll come out way ahead on mana.

#45. Khalni Heart Expedition

Khalni Heart Expedition

Khalni Heart Expedition is basically a slower, cheaper Harrow that’s an enchantment rather than a sorcery. It’s faster in decks that are already playing multiple lands per turn and decks that proliferate, and it slots nicely into decks that care about enchantments. How about a saga build?

#44. Summon: Fenrir

Summon: Fenrir

Summon: Fenrir is a solid summon that ramps, draws, and gives you relevant power on the board.

#43. Earthbender Ascension

Earthbender Ascension

Earthbender Ascension does so much for a reasonable cost. You make a 2/2, get a Rampant Growth and watch landfall to get nearly a Gaea's Gift after your fourth land drop.

#42. Tectonic Split

Tectonic Split

The times I've had Tectonic Split are not the times I've had my land recursion. You can choose earthbent lands you control as your sacrifices, or play lands from the graveyard to make this mana acceleration ground breaking. The mana cost of 6 is the main reason I don't have this better ranked since such late ramp often becomes overkill.

#41. Earthcraft

Earthcraft

Earthcraft is an effective Reserved List card from Tempest that turns all your creatures into Voyaging Satyrs that can only untap basic lands. That’s still a lot of value for 2 mana, enough to be banned in Legacy, but I have to weigh the fact that it’s hard to acquire about 30 years after its only printing.

#40. Glorious Sunrise

Glorious Sunrise

Glorious Sunrise is situational ramp, in that you need to keep choosing the same mode at the beginning of combat on your turn to keep getting the same effect. Getting 3 mana out of a land that usually produces just 1 is a pretty good deal though, since it can let you play more expensive combat tricks, activate costlier abilities, etc.

#39. Night of the Sweets’ Revenge

Night of the Sweets' Revenge

This Wilds of Eldraine uncommon has practically become an auto-include along with food commanders. Night of the Sweets' Revenge gives your Food tokens and food permanents extra use by turning them all into mana rocks/dorks. You can also use its last ability to prepare for victory with a final assault.

#37. Sorcerer Class

Sorcerer Class

Most ramp enchantments are at least somewhat green, but Sorcerer Class gives Izzet+ (+) spellslinging/token decks some ramp. You’ll need to level this class enchantment up, meaning a total mana investment, but that’s so worth it. The third level adds to this by increasingly damaging your opponent as you cast instants and sorceries.

#36. Leyline of Abundance

Leyline of Abundance

Leylines have that neat extra text about starting the game with them on the battlefield. Leyline of Abundance adds to your mana dorks’ production, and it has a mana sink that adds +1/+1 counters to all your creatures. Elves, druids, and many other decks actively want a Leyline of Abundance, and even more decks can consider it.

#35. Storm the Vault / Vault of Catlacan

Storm the VaultVault of Catlacan

Pirate decks and Izzet artifact decks alike love a Storm the Vault. If you’re making a bunch of Treasure, Thopter, or Myr tokens, among others, transforming this enchantment into Vault of Catlacan should be easy. Then the Vault taps for mana based on the number of artifacts you control. It’s ripe for misuse, with lots of infinite combo potential.

#34. Insidious Roots

Insidious Roots

Murder at Karlov Manor’s Insidious Roots turns all your creature tokens into mana dorks, but it also helps to widen your board when you reanimate creatures, use them for collect evidence, exile them to pay dredge costs, what have you. Golgari colors () are perfect for this type of effect.

#33. Overgrowth

Overgrowth

Overgrowth is a wilder Wild Growth, one that adds rather than when the land it enchants is tapped. Efficient, simple, elegant.

#32. Food Chain

Food Chain

There’s probably someone out there who taught their kid to play Magic and used Food Chain to explain what food chains are in ecosystem terms. Trade in a token for a 1-drop, that for a 2-drop, and so on.

#31. The Mending of Dominaria + Shigeki, Jukai Visionary

The Mending of DominariaShigeki, Jukai Visionary

The Mending of Dominaria’s third chapter gives you a lot of ramp if you’re already milling, discarding, or sacrificing lands. This saga’s first two chapters set up the third by giving you some self-mill, and I really like that the third chapter brings lands to the battlefield untapped.

Speaking of self-mill, Shigeki, Jukai Visionary enables something very similar. Its activated ability returns Shigeki to your hand and dumps cards into your graveyard, while pulling a land aside to use on future turns.

#30. Virtue of Strength

Virtue of Strength

Green’s contribution to the Wilds of Eldraine Virtue cycle is Virtue of Strength. It triples the mana that your basic lands produce, although you need to be able to cast or cheat out a 7-mana enchantment to get there.

Still. Triple.

#29. Monologue Tax

Monologue Tax

I’ve seen The Incredibles. I know the perils of a lengthy monologue. Monologue Tax is a fairer version of another Treasure-generating white enchantment since it only triggers when an opponent casts their second spell during a turn.

#28. Rites of Flourishing

Rites of Flourishing

Ramp, but make it group hug. Rites of Flourishing gives everyone the benefits of an Exploration effect, and it also gives everyone extra cards. Hug ‘em til you smother ‘em, that’s what I say.

#27. Awakening Zone

Awakening Zone

Awakening Zone is a good support piece for decks that want sac fodder or that pay you off when your creatures die or when you sacrifice them. The 5-color Eldrazi Commander decks you can make with Ulalek, Fused Atrocity and Azlask, the Swelling Scourge also want this enchantment’s Eldrazi Spawn tokens.

#26. Shiny Impetus + Sticky Fingers

Shiny ImpetusSticky Fingers

Red’s ramp options usually involve Treasure, attacking, or both. I don’t like assuming that I can get triggers like this to work more than once or twice, but Shiny Impetus, Sticky Fingers, and other similar cards can be effective.

#25. Binding the Old Gods

Binding the Old Gods

Binding the Old Gods wants a 4-mana investment for three chapters of value. Removal to start, ramp next, and then you set yourself up for a big, scary attack by giving all your creatures deathtouch.

#24. Zendikar Resurgent

Zendikar Resurgent

If you want to understand why Zendikar Resurgent is worded that way, just have a look at your favorite bounce land, like Simic Growth Chamber or Karoo. Most lands add 1 mana, but these add 2 different mana (colored mana for the Ravnica block bounce lands, 1 colored and 1 colorless for the Visions cycle).

#23. Case of the Locked Hothouse

Case of the Locked Hothouse

“Back in my day, auras, curses, and shrines were the only enchantment types we had.”

“Sure grandma. Let’s get you to bed.”

Murders at Karlov Manor gave us case enchantments, and Case of the Locked Hothouse is the ramp enchantment among them. Even without solving it, you get to play an extra land every turn. Solving it shouldn’t be too hard in a land-based deck, which then means you get to play creatures and lands from the top of your deck.

#22. Spelunking

Spelunking

“Spelunking” is one of those words that just pleases me, and I’m glad that I have a reason to use it in a Magic context. And it cares about caves, too! Spelunking only puts one land into play for you, but it also helps to accelerate your mana access by ensuring your lands come in untapped. It helps to make your other ramp effects better, and it’ll help to mitigate any budget deck-building decisions you’ve made in your mana base by opting for tap lands rather than fetch lands or what have you.

#21. Druid Class

Druid Class

Class enchantments add great versatility, since they’re basically three cards in one. We’re interested in the second level of Druid Class, since it’s the one that lets you play additional lands. But the other levels are land payoffs, since the first level gives you lifegain when lands enter, while the third level animates a land and turns it into a threat that’s as large as the number of lands you have.

#20. Cryptolith Rite + Elven Chorus + Enduring Vitality

Shadows over Innistrad gave us this 2-drop enchantment that turns all your creatures into color-fixing mana dorks. Cryptolith Rite increases your mana pool by a lot, especially if you’re going wide with token creatures, and it’s ridiculously mana efficient itself.

Elven Chorus costs twice as much mana, but that’s because it also lets you play creatures from the top of your deck.

Duskmourn’s Enduring Vitality has the same ability, though this glimmer comes back strictly as an enchantment when it dies as a creature.

#19. Descent into Avernus

Descent into Avernus

Descent into Avernus plays into Treasure token strategies, but it’s also a symmetrical effect that burns everyone. The next level play is to use it alongside Time Sieve and damage prevention (The Wanderer or Circle of Protection: Red, for example) to generate infinite extra turns.

#18. Ninja Pizza

Ninja Pizza

Ninja Pizza may look goofy, and you feel giddy getting away with it, but this reads “create a treasure each turn” and lets all your existing food tokens count as treasure as well. Food is much easier to come by than treasure, so this has a tall stack of pizza boxes worth of uses.

#17. Carpet of Flowers

Carpet of Flowers

On its surface, Carpet of Flowers is very hit or miss. The amount that it ramps you depends on the number of islands that a target opponent controls, which fizzles in some games and is very impactful in others. It’s an interesting card that’s only been printed in Urza’s Saga and Doctor Who, aside from some printings from The List and a Secret Lair Drop.

#16. Revel in Riches

Revel in Riches

Revel in Riches both ramps you and provides you with an alternate win condition. My personal preference would be to hold onto this until my other artifact token generators have gotten me to 10 or more Treasures. This black enchantment works in so many different builds. As long as you’re playing with Treasure tokens or other artifacts, or even if you’re just forcing your opponents to sacrifice creatures, Revel in Riches is a really good card to have in your back pocket.

#15. Unstoppable Plan

Unstoppable Plan

Unstoppable Plan exists in a world where nearly every Commander deck has some sort of dork or rock spewing mana like a land. At the very least, you get the option to double some of your mana sources for interaction on other player's turns. At best, you're resetting activated abilities, maximizing permanents that tap for more than one mana and gaining vigilance on all your creatures. Dare I say you'll feel unstoppable.

#14. Burgeoning

Burgeoning

Burgeoning straddles the line between a ramp card and a catch-up card, but it beats catch-up cards since it lets you say, “hey, me too!” whenever your opponents play lands, regardless of whether you’re ahead on lands or not. I really like the idea of playing this in multiples in non-singleton formats, but Commander gives you multiple opponents to trigger this enchantment… and multiple opponents who can remove it, in theory.

#13. Wilderness Reclamation

Wilderness Reclamation

This ramp enchantment’s end step trigger untaps all your lands, giving you a reset that’ll let you cast your instants and flash cards and activate some abilities during your opponents’ turns. Wilderness Reclamation fits better in a 1v1 format since it only triggers on your own end step, but it’s still really good in multiplayer matches.

#12. Nyxbloom Ancient

Nyxbloom Ancient

I see your mana doubler and raise you a mana tripler! Nyxbloom Ancient triples mana from any permanent that you tap for mana, including your lands, mana rocks, and mana dorks. It pairs nicely with Jaheira, Friend of the Forest to generate triple mana from all your tokens.

#11. Fertile Ground

Fertile Ground

Fertile Ground is a 2-mana Wild Growth, but the advantage is that the mana it gives you is any color. Less useful if you’re a mono-green deck, but enchantments like these can help multicolor value piles to be more consistent when you’ve got a budget mana base.

#10. Bear Umbra

Bear Umbra

It may be restricted to an attack trigger, but it untaps all your lands. Especially with extra combats, can you really tell me that Bear Umbra isn’t a ramp enchantment?

#9. Black Market

Black Market

Black decks and death go hand in hand, so why not store up some charge counters while you dispose of the bodies? Over time, Black Market gives you a lot of mana unless an opponent deals with it, but hopefully you’ve already set up your dastardly plan by then.

#8. Sanctum Weaver

Sanctum Weaver

Sanctum Weaver always taps for at least 1 mana since it’s an enchantment itself, but dedicated enchantress decks can get massive amounts of ramp over the course of a game.

#7. Growing Rites of Itlimoc / Itlimoc, Cradle of the Sun

Growing Rites of ItlimocItlimoc, Cradle of the Sun

Growing Rites of Itlimoc doesn’t provide mana on its front face, but transforming it into Itlimoc, Cradle of the Sun is easy in token and other go-wide strategies. Its second mana ability gives you for every creature you control. Pair that with an infinite creature token engine and you’ve got infinite mana! And that’s just by piggybacking off another infinite combo; it has combos with so many other cards.

#6. Mirari’s Wake

Mirari's Wake

Mirari's Wake pulls double duty in creature decks, since it’s both a ramp enchantment and an anthem. Dinosaur commanders in Naya colors () really like this since dinos often have high mana values, but decks with lower mana curves can also take advantage of this enchantment to cast more and more spells.

#5. Dryad of the Ilysian Grove

Dryad of the Ilysian Grove

An extra lands enchantment that also gives my lands maximum color fixing? Lots of multi-color and land-based decks would sign up for that. Dryad of the Ilysian Grove also has good blocking stats as a 2/4.

#4. Exploration

Exploration

Exploration is probably one of the best green enchantments, best 1-drops, and best landfall enablers. Playing two lands per turn rather than just one is really big, especially when you pair that ability with cards that tutor lands to your hand or let you play lands form your graveyard. Opponents who don’t want to be overwhelmed by your mana advantage need to run enchantment removal, especially if you’re in a format where you can play this in multiples.

#3. Wild Growth

Wild Growth

Wild Growth is one of the best green enchantments and best 1-drops in the game. There’s a reason I talk about more generic versions of this as “Wild Growths.” Most others need multiple turns to pay for themselves, but Wild Growth pays for itself the moment you tap the enchanted land.

Wild Growth is also really good given its combo potential. You can use token generators like Luminarch Ascension with Wild Growth and Earthbind, or you can turn Pili-Pala into a land with Ashaya, Soul of the Wild and enchant it with Wild Growth to generate infinite mana. And that’s just to start!

#2. Black Market Connections

Black Market Connections

Black Market Connections is one of the best black enchantments, period. You can trade in some life for card draw, a Treasure token, and/or a 3/2 Shapeshifter token. It accelerates your hand, your mana, and your board presence, and many black decks actually want you to pay life for things.

#1. Smothering Tithe

Smothering Tithe

This white enchantment has got to be one of the saltiest cards in Commander. Smothering Tithe is more of a tax effect than true ramp, but it gets better when you start forcing your opponents to draw cards.

Best Ramp Enchantment Payoffs

Your first payoffs for ramp enchantments are any cards that benefit when you play enchantments. None is better for ramp than Serra's Sanctum, but this is incredibly hard to acquire. There are simpler payoffs. Think of your typical enchantress cards like Satyr Enchanter, Sythis, Harvest's Hand, or Tuvasa the Sunlit.

If you run ramp enchantments that give you Treasure tokens, your favorite token doublers also help you to ramp. Doubling Season essentially acts as a ramp enchantment if you’re playing it with Smothering Tithe.

Symmetrical ramp enchantments can help you out in a Yurlok of Scorch Thrash deck. If you’re generating a lot of unspent mana in mono-green, Omnath, Locus of Mana is the mono-green commander for you.

Herald of the Pantheon, Jukai Naturalist and Inquisitive Glimmer are similar creatures that give your enchantments cost reduction.

Wrap Up

Exploration - Illustration by Lindsey Look

Exploration | Illustration by Lindsey Look

And that’s our tour of some of the best ramp enchantments in Magic! It should come as no surprise that green and white are heavily featured, but the other colors mostly have something to offer, too.

Which enchantments do you use to ramp in your favorite decks? I had to leave a bunch of enchantments behind, so which ones do you think deserve a second look? Let me know in the comments or over on the Draftsim Discord.

Until next time, stay safe!

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