Nature's Lore and Three Visits are some very useful ramp spells in Magic: The Gathering. Being able to ramp untapped lands throughout an explosive turn can count toward storm and mana. Green is the queen of ramp. What do I play if my commander isn't in Green, though? I have some ideas.
White
How do I ramp in White? I'm sure when everyone thinks of White ramp, the first card they think of is Land Tax. It guarantees a land in hand each turn, but I'd challenge that it's ramp at all. You only still play one land each turn. It thins your deck, yeah, but it doesn't push you up on things you can cast. Archaeomancer's Map on the other hand allows you to put lands into hand when it enters. It puts them on the battlefield if you have less than another player and they play a land. That ramps you a bit as well, even if it's catch-up ramp.
What are the Top White Ramp spells in Commander? Initially, I was focused on land ramp, making this article unbearably hard to write, but I realized that treasures are there too. Smuggler's Share is a great option because it both catches you up on draws cards and makes treasures in the way, but it has a limit to the amount you can do that a turn. The TOP White ramp spell in Commander has to be Smothering Tithe. For every opponent draw to be able to produce treasures is absolutely insane.
Red
How do I ramp in Red? This is something that I've struggled with a ton. Ruby Medallion was all I could think of when thinking about it conventionally. It a way it discounts your spells allowing you to ramp into bigger spells earlier: a sort of ramp. But that didn't seem like enough. I started thinking about rituals, or temporary and burst ramp. Rite of Flame and Seething Song were perfect for a little extra mana on a turn, but I wanted more.
What are the Top Red Ramp spells in Commander? I started to focus on Mana Geyser, Rousing Refrain, and Jeska's Will, which produces even more Red than a normal ritual, depending on the board state. This was getting closer to my vision. However, the Top Red Ramp Spell in Commander has to be Descent into Avernus. It's not a ritual and it does give your opponents ramp as well, but in Red to be able to burn all players each upkeep and ramp into bigger spells on your turn is perfect.
Black
How do I ramp in Black? Dark Ritual and Cabal Ritual are fairly nice for a burst of extra mana for an explosive turn like a turn two K'rrik, Son of Yawgmoth. Crypt Ghast and Nirkana Revenant are good choices as well because they can double your mana pool, and with Urborg, Tomb of Yawgmoth all your lands can work with this effect. Black Market Connections is also an insane card that ramps you cards and treasures as well, but you have to pay some life.
What are the Top Black Ramp spells in Commander? Cabal Stronghold allows you to ramp up a decent amount late game. It's a shame how much it costs to activate and that it only sees basic swamps so Urborg, Tomb of Yawgmoth doesn't work as well. However, the Top Black Ramp Spell in Commander has to be Cabal Coffers. It was the first card I thought of when I thought Black Ramp. The scale on this is perfect for two mana to produce five or six Black. Not a ton can remove it so it's always a target for land removal if they have it.
Colorless
How do I ramp in Colorless? I'm going to have to say Sword of Hearth and Home and Sword of the Animist. They both get your land after you deal damage with a creature. It's not great if you don't have a creature or can't get through with damage. You'd need something evasive like trample, menace, or flying to guarantee the land.
What are the Top Colorless Ramp spells in Commander? Sol Ring, Mana Crypt, and Mana Vault are all great Colorless ramp. They put you up on mana with very little investment. However, I find they aren't really lands, so they're more likely to get targeted or blown out by stuff like Vandalblast. Top Colorless Ramp Spell in Commander has to be Mana Crypt, though.
Blue
How do I ramp in Blue? This is pretty tough because there isn't a ton of Blue ramp to begin with and I want to give you options that are fairly playable. I've come up with a few. Copy Land is a decent one because it enters as a land but doesn't count for your land for turn. Annex is another one that gives you access to a land someone else controls, but the mana cost is crazy.
What is the Top Blue Ramp spells in Commander, though? It has to be High Tide. It doubles the amount of mana your Blue sources produce allowing for a more explosive turn than expected. It also only cost 1 mana to start. It is only for one turn, but let's be honest Blue usually only needs one turn to win.
Thank you so much for taking the time to read. I hope this helps in your next deck-building session! @cashinds on X.