Your turn one consists of playing a land and passing the turn, unless you were lucky enough to have Abundant Growth in your opening hand
Creature - Human Druid Ally Color tag templates(None) Hellkite Courser Flying When this creature enters, you may put a commander you own from the command zone onto the battlefield
White loves tokens and black easily converts a field of tokens into direct damage via sacrifice cards and Blood Artist effects
Doesnt directly work with the ramping theme but is one of, if not the single most powerful green card in Standard on its own
Most importantly, it's a lot of fun to play and doesn't feel like bad burn because rather than using Tome Scour like a horrible Lava Spike, we are looking to play a small number of mill creatures and keep bouncing them back to our hand to use their mill abilities over and over again
Hold up Moose Mana and watch your opponent whimper in fear as they try to work up the courage to attack