I thought when I said ramp is overrated I also implied it's not too good. In fact I think there are real alternatives to jamming your deck full of Cultivate and Arcane Signet. The alternative is drawing more cards and hitting your land drops. It's not as fast as ramping to eleven on turns 1 and 2 but it's certainly better than having all this mana and nothing to cast.
Well, I think I disagree. You said you typically run only three ramp pieces, but you still run ramp - and I think most people run a lot more than that. Are there any competitive decks that don't?
Let's put it this way: if ramp was overpowered then why aren't people playing like 40 ramp spells in their decks?
Well, two big reasons: firstly, this is a singleton format with a limited (albeit large) card pool; just because some ramp spells are overpowered doesn't mean that 40 of them are. If you could put 40 Sol Rings in a deck, I doubt people would only put one Sol Ring in a deck. But would they put 40? Probably not, because of the bigger reason, which is that ramp alone doesn't win games. This is true of everything else in Magic! If your deck was all one-mana draw-three spells or two-mana extra-turn spells, you wouldn't actually have any wincon - does that mean that Time Walk isn't overpowered? I might run 40 Time Walks but I wouldn't run 98 Time Walks, so clearly there's a limit that has nothing to do with the overall power of the card.
Plus, what people run and what's optimal for people to run are two very different things. People will choose not to play cards sometimes precisely because they consider them to be "too good", or for any number of other reasons.
I have written paragraphs on the topic but all fast mana does is generate volatile pods that may or may not end up lopsided. If you play all fast mana you're guaranteed to see some so that's not a problem but if your only piece of fast mana is the Sol Ring you're guaranteed to have some lopsided starts. Some people like that, some don't but that is a true effect Sol Ring has on the game. https://www.reddit.com/r/EDH/comments/120jvvk/to_sol_ring_or_not_to_sol_ring_variance_and/ There's the full article for those who are interested.
I think this is a good argument for fast mana not to exist, and a good counter to the argument that, well, if everyone's using it it doesn't really matter and is equivalent just to drawing lands and everyone playing them more slowly.
I'm sorry, I can't figure out what your stance is. Are you arguing just for the sake of arguing?
From what I've gathered thus far:
- 40 copies of Sol Ring is excessive
- Lots of ramp is good, though
- Having draw spells is somehow not a part of this conversation
- Competitive decks are the golden standard except when they're not
Let's not
consider competitive EDH. That is not what people play most of the time. It has its own established meta and there isn't much to say about it. You run 20 ramp spells, 20 draw spells, a couple of efficient win conditions, fill the rest of the deck with interaction and you're pretty much good to go. That's the formula.
For slower games (=not competitive) the golden standards are
Cultivate and
Arcane Signet. This is what people play. For
Arcane Signet you can make a case.
Cultivate in my opinion is straight up bad, overrated and useless when compared to a decent draw spell that enables a land drop and draws you gas on top.
Cultivate is a draw spell but it can't find win conditions because basics don't finish games.
If everyone has fast mana all is good but what I'm trying to say here and in the article is that
Sol Ring as a single inclusion is "too good" - not because it statistically somehow warps the gameplay on average but because in reality the person with the
Sol Ring is rocketed so much ahead that the game becomes lopsided. And unfun for some folks. And that it's surprisingly common how often this happens.
You need to make up your mind when you say "ramp". I honestly don't know whether you mean
Sol Ring, fast mana in general,
Llanowar Elves,
Rampant Growth or
Cultivate. The answer is different for all of those depending on the scenario you're in.
Sol Ring is "too good" as a single inclusion at a casual table but it's also a must in a cEDH deck. Even if everyone is running
Sol Ring the randomness of drawing it in an opening hand messes up 1/4th of your games.
Cultivate is popular but really bad outside of the slowest metas and certainly not cEDH viable despite it being a very popular card.
I would cut
Sol Ring when playing in a low power meta, I would cut
Cultivate for a draw spell any day and even
Arcane Signet often feels "meh" because it's more than often a dead draw late game. I think that's the issue here for me: a draw spell is never dead but a
Rampant Growth is very much dead in the late game.
Yes, it's all about the
balance but the reason I'm pushing draw here is because in my experience people don't have a good
balance of draw and ramp - instead people have way more ramp than they do draw.
Also my claim is that land drops are underrated as a form of securing mana later in the game. Depending on your pod it's not always necessary to power through stuff on turn 3, it might be enough to get it all out a turn later without sacrificing much. To be clear the previous statement also reads as follows: "trading cards for lands might be an actively bad thing to do in some situations in which case ramping might be a bad thing meaning ramp is definitely not too good". The upside of dedicating more slots to draw is that you have more interaction and gas in addition to your land drops compared to having a ramp spell.
Does that clarify anything?