I only use Kiora's Follower and Bloom Tender due to their raw power and previously described interactions, but Priest of Titania and Devoted Druid (for its Necrotic Ooze upside) have some merit as well
An ideal mana curve favors cards that cost less mana to play, such as two to three, with cards requiring four, five, and six or more mana cards fewer in number
Mishras Factory depicted the same building built into a huge tree as it endures various seasons
Aggressive decks should run 2-3 rituals alongside standard mana rocks to deploy threats ahead of curve
Exploration Exploration is a great ramp spell, but it does have a significant weakness: Oftentimes, youll just run out of lands
We've got a few Lands which do other things, like Rogue's Passage (which gets our Equipped Creature through), Castle Ardenvale (which makes more Creatures), Emeria, the Sky Ruin (which buys back our dead stuff), and Maze of Ith, which can save us from a certain death