Catch-up land ramp cards like Knight of the White Orchid and Loyal Warhound search for Plains when opponents are ahead on lands Tax-based Treasure generation Smothering Tithe is the defining white ramp card, punishing opponents for drawing extra cards Artifact mana rocks Sol Ring, Pearl Medallion, and other colorless rocks form the backbone of white acceleration Land recursion Sun Titan and Sevinne's Reclamation return lands from the graveyard for incremental value Cost reduction cards like Herald's Horn (in creature-heavy builds) and Pearl Medallion reduce spell costs instead of adding mana directly Building a White Ramp Package For most mono-white Commander decks, aim for 10-12 ramp pieces
The second big flaw I find in Spell Snare is that it serves very little specific purpose in the cube, you never play it really to deal with something generic as you might with a Disenchant or Negate effect
Fight as One does both, or either, for those creatures
Next up, youll need more ways to pepper your opponents, and punishing effects are some of your best weapons
In artifact decks, it is very easy to cast multiple artifacts in one turn, letting you amass an army of Dinosaurs