Ramp cards in Magic: the Gathering accelerates your ability to produce mana. Maybe they put lands into play, perhaps they’re creatures which can be tapped for mana, or maybe they generate a lot of treasure tokens.
Whatever the case, when we think of ramp effects, we usually think of Green. The term is named after the card
Rampant Growth




Green isn’t the only color that can ramp, however. White has also received a variety of powerful ramp effects, especially in recent years. Here are ten White ramp cards that you can slot into your commander decks.
10. Monologue Tax

Though some cards higher up the list leave
Monologue Tax

9. Knight of the White Orchid

Knight of the White Orchid

When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
is the first card on this list which demonstrates that white is the “catch-up ramp” color. In order to ensure that Green remains the pre-eminent ramping color, Wizards of the Coast gives many of White’s ramp cards the limitation that they only work if an opponent controls more lands than you. Even with this limitation in mind,
Knight of the White Orchid

When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
is still a decent two drop which can sometimes grab you a land.
8. Boreas Charger

As a 2/1 flyer for three mana,
Boreas Charger

When this creature leaves the battlefield, choose an opponent who controls more lands than you. Search your library for a number of Plains cards equal to the difference, reveal those cards, put one of them onto the battlefield tapped and the rest into your hand, then shuffle.
can swing in for some early game aerial damage against opponents without flying blockers. Later in the game, the charger can also block a flier coming at you and fetch you a few plains on its way out. A useful little steed, especially if it ends up grabbing you more than one land.
7. Kor Cartographer

This card is just a straight up ramp effect, no need to “catch up” here.
Kor Cartographer


When this creature dies, you may draw a card.
, and the two cards fulfil very similar roles. This card loses a few points for not drawing you a card on death, like the sad robot, it offers other advantages. Notably, unlike
Solemn Simulacrum

When this creature dies, you may draw a card.
,
Kor Cartographer

6. Keeper of the Accord

Keeper of the Accord

At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
not only helps you ramp, but also helps you churn out creatures. At the end of each opponents turn, the keeper checks to see if they have more creatures or more lands than you. If they’ve got more creatures, you get a free 1/1 soldier, and if they have more lands, you get a free plains. Another catch up card, but a versatile one that can give you creatures as well as lands.
5. Deep Gnome Terramancer

Deep Gnome Terramancer

Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
is a very sneaky card. He offers you the opportunity to punish an opponent for trying to ramp. If someone uses a copy of
Wood Elves


Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
out, and you’ll be ramping alongside them.
4. Smuggler’s Share

White’s struggles with card draw are infamous at this point.
Smuggler’s Share



3. Archaeomancer’s Map

Fetching two plains for three mana is a pretty decent effect. Allowing you to play those plains if any opponent develops a high land count is what puts this card on the map. Although undoubtedly a catch-up card,
Archaeomancer’s Map

Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
still offers a useful effect even if no opponent has ramped out miles ahead of everyone else.
2. Battle Angels of Tyr

Battle Angels of Tyr

Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
takes the idea of White being the “catch-up color” and runs (or rather flies) with it. If the Angels hit the player with the most cards in their hand, you draw a card; if they hit the player with the most lands, you make a treasure; if they hit the player with the most life, then you gain three life. Since the angels duplicate themselves with Myriad whenever they attack, just as long as you aren’t the player with the most life, cards in hand, and lands, you’ll likely be getting some benefit from them.
1. Smothering Tithe

The best white ramp spell in the game, and it isn’t even close. Designer Mark Rosewater has stated that he regrets the design of this card and its place in the color pie. He wrote on his blog that it is a: “a strong bend we shouldn’t have made.”. A take on the card,
Rhystic Study


Read More: The 10 Best Ramp Cards In Commander