I am kind of the "deck help" guy for my community and one of the most common things I see is decks with just really unfocused ramp and a low land count; the traditional precon pile of sol ring, 4 signets, a thran dynamo and a cultivate or something, and maybe an armillary sphere. But somewhere along the line they added a bunch of expensive spells and cut some lands, and now it's a disaster.
I'll also add that if your games end on turn 5 this is not for you.
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First, Hit Your Land Drops
A recurring theme in games over the years is explosive ramp followed by missed land drops and flameout. This has caused a drastic change in philosophy on how to construct decks, in stark contrast to the received wisdom of the current cheap ramp spell renaissance. Unless it is core to the deck's strategy, the primary focus of a deck's mana engine should be on consistently hitting land drops.
Mana creatures and rocks are high risk, high reward strategies that reward attempting to win in the mid-game by taking advantage of being ahead of curve. These approaches are often vulnerable to late game strategies such as mass removal and are at high risk of flaming out as a result. It is inherent in these strategies that they will miss land drops in the mid game more often than a deck with a higher count of lands and on-curve card advantage and selection. Many decks are constructed without considering whether this level of risk is appropriate to their strategy, and would benefit from shifting focus.
The tools that facilitate hitting land drops can improve general consistency in a deck. Most card selection spells, card draw spells, and tutors can find game winning or saving plays just as easily as find lands to play. Effects focused on finding lands can help fix mana as well or better than mana artifacts and creatures. The consistency of always being on curve as opposed to sometimes ahead or behind can also be desirable depending on the mana cost distribution within a deck. This consistency is often more valuable to a deck's strategy than playing ahead of curve.
Being consistently on curve can create tempo advantages in the early and mid game. Having untapped lands to cast reactive spells in the early turns as opposed to tapping out for ramp is often very powerful; it can enable cheap reactive spells to beat ramp payoffs, for example. Further, it can allow cheap card selection and advantage spells to set up end game plays earlier, particularly by deploying cheap spells that generate resources over time. These spells are often in conflict with low cost ramp, and some decks can generate a strong advantage by playing board impacting spells on curve instead of ramping.
Not all of these factors will apply to every deck. Some decks' ramp approach is part of the core strategy, and other decks naturally hit their land drops as part of their strategy. Many decks, however, ramp as an afterthought and often stumble due to drawing too many ramp spells and not enough payoffs, or vice versa. These decks with an incoherent ramp approach often benefit from refocusing on ramp with card advantage and card selection as opposed to explosive early ramp.