I'm constructing a mono-red deck and I was wondering whether there are any options for land search / ramp for this kind of deck? I don't want to combine my deck with green for land searching.

I was thinking about cards like this:

druidic satchel

Any ideas?

Edit: As a second thought: I'm looking for more mana in fact not land. I'm constructing a Standard (Type II) deck.

  • I recommend saying "Standard (Type II)" since newer players might not know what the old Types mean. Commented Oct 14, 2011 at 18:00
  • Ok! I'll keep that in mind.
    – Adam Arold
    Commented Oct 14, 2011 at 18:17
  • For what it's worth, Mike Flores said Druidic Satchel is a worthwhile faux-planeswalker for Standard (the trick is to double up on whatever you need most by sometimes using it on your upkeep).
    – Alex P
    Commented Oct 19, 2011 at 15:52

3 Answers 3


Solemn Simulacrum is good colorless fetch (and draw).

Traveler's Amulet and Horizon Spellbomb can get lands into your hand.

Caged Sun will get you lots of mana (but no lands) as will Koth of the Hammer.

Iron Myr is a good mana producing creature

Infernal Plunge and Geosurge can also have their uses.

Fiery Fall is the only mono-red card that could be considered land fetch but it's not Standard.

Other non-Standard methods for increased mana in red can be:

Extraplanar Lens

Gauntlet of Power

Gauntlet of Might

Mana Flare

  • I just searched all cards on google. After that you created the links for them. :) :) Thanks for the info by the way. What do you think about mana-giving creatures? (like Llanovar Elves)
    – Adam Arold
    Commented Oct 14, 2011 at 17:46
  • I chose to list non-Standard cards as well since they are useful for people with similar questions outside of Standard and because Standard is an ever changing format. Commented Oct 14, 2011 at 17:47
  • @edem - good point. I added a few more cards. Commented Oct 14, 2011 at 17:51
  • Good point too.
    – Adam Arold
    Commented Oct 14, 2011 at 17:59
  • I thnk that I'll choose Iron Myr since I'm using Goblin Gaveleer and Kuldotha Phoenix. Thanks!
    – Adam Arold
    Commented Oct 14, 2011 at 18:01

Short version: in the current Standard environment, play Sphere of the Suns if you want to play 4-drops early, play Koth of the Hammer if you want to play 6-drops early or get a lot of mana for a big X spell; make sure you don't short yourself on lands; if you want to experiment with a rogue deck, try Geosurge.

Long version:

In the modern color pie, red is the color for fast-mana effects (called "rituals" after the old Dark Ritual). Unfortunately, the two ritual effects available in Standard, Geosurge and Infernal Plunge, don't quite hit the same sweet spot as Seething Song used to. Geosurge is still good enough to drop a big finisher (Inferno Titan, Wurmcoil Engine, maybe Balefire Dragon if you want to get cute) on turn 4, but that requires having both the enabler and the big creature in your starting 10 -- and remember that contemporary mono-red doesn't really have filtering or card draw. Most people probably figure it's safer to just play a strong four-drop.

I know some folks have experimented with B/R Heartless Summoning to play Inferno Titans quickly (turn 3 Titan using Priest of Urabrask, or turn 3 Urabrask into turn 4 hasty Titan). Those decks are rather inconsistent and vulnerable to disruption, though.

Honestly if you need consistent early-turn mana acceleration in a color other than green, I'd just play Sphere of the Suns. Like Myr, it's still an easy target for Ancient Grudge, but at least with Sphere half your mana base won't be blown up by a Day of Judgment.

Solemn Simulacrum is a great card for getting you from 4 mana to 6. As a bonus, you get to draw a card when it dies. That's nearly always a 2-for-1, and often a 3-for-1 if you can trade creatures.

The best big-mana card in red is Koth of the Hammer. His -2 ability gives you a lot of mana easily (if you have Koth and 5 lands on turn 5, for instance, you can play Inferno Titan and have mana open to stop Mana Leak, or hit your opponent with a 9-point Devil's Play). Koth's -5 ability is excellent at breaking through board stalls.

Also, with all these tricks, it's important to remember that ramp doesn't replace land drops. Most red decks running Koth as their big threat will want to consistently hit their 4th land drop on turn 4, and that means running 24 lands rather than the 20-22 you can sometimes get away with in aggro decks.

  • What I have right now is a goblin deck, but it is just a prototype: deckstats.net/…
    – Adam Arold
    Commented Oct 17, 2011 at 7:43
  • I think that sphere is better for me, but it is yet to be decided which cards will I remove to put it in...
    – Adam Arold
    Commented Oct 17, 2011 at 7:44
  • My rule of thumb: if you plan to hardcast anything costing more than 4 cmc, you need at least 24 lands. Note how Solar Flare often runs 26 lands, for instance. The reasoning is simple: mana acceleration costs resources, land drops are free. Paying 2 for Sphere of the Suns or Rampant Growth on turn 2 only to miss your turn 3 land drop is basically trading a turn to get what you could've gotten for free.
    – Alex P
    Commented Oct 17, 2011 at 12:24
  • Oops! Almost forgot Solemn Simulacrum.
    – Alex P
    Commented Oct 17, 2011 at 13:47


Below is the card that sprang to mind when I read your question, and I didn't see it on OrigamiRobot's list so I thought I'd add it. It doesn't ramp, but it helps get you mountains in the early game when you need them, and can be played as a big red beatstick later on when you have enough lands - quite versatile! (There are other creatures like Valley Rannet and Igneous Pouncer that cycle for mountains and also other types of land, but if you're mono-R then they're of less interest to you.)

Chartooth Cougar

  • I was looking for "search" and "land". Good catch. Commented Oct 18, 2011 at 4:28

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