Magic games are dictated by the speed at which you can play lands which then generate mana and allow you to cast spells.
A game of Magic will normally go something like this:
Turn 1 - Play 1 land. Play a 1 Converted Mana Cost (CMC) spell or creature.
Turn 2 - Play 1 land. Play a 2 CMC spell or creature or 2 x 1 CMC spells/creatures
Turn 3 - Play 1 land, Play a 3 CMC spell or creature....
This controls the tempo of the game. There are ways to break this. The two main ways of doing this are to use Mana Dorks or Mana Rocks.
Mana Dorks are creatures that tap for mana. Birds of Paradise is still one of the best and oldest of the Mana Dorks.
In the above example our turn would now play like this:
Turn 1 - Play 1 land. Play a 1 CMC Birds of Paradise.
Turn 2 - Play 1 land. Play a 3 CMC spell or creature...
So we are able to play 3 CMC spell or creature a turn earlier than if we just relied on lands. This is called mana ramp and allows us to play more expensive CMC spells earlier in the game or more spells with lower CMC costs earlier in the game.
Mana Rocks, which are artifacts which generally tap for mana, also allow us to ramp into our more expensive spells.
Consider this:
Turn 1 - Play 1 land. Play Sol Ring. Tap Sol Ring play Grim Monolth.
Turn 2 - Play 1 land. Tap for 7 mana.
This means, as an example of ending the game turn 2, we could play Tooth and Nail
Tooth and Nail would let us put Triskelion and Mikaeus, the Unhallowed into play from our hand and win the game. But that requires what is called a "God hand", that is a starting hand from which we can win the game.
More likely is that you would wait a couple of turns for the extra 2 mana and play Tooth and Nail for its Entwine cost and search for these two, play them and then win the game.
But that's just an example of how powerful the ramp from using Mana Rocks can be.
This is why the majority of Commander decks will use Mana Rocks and Sol Ring has been in EVERY pre-constructed Commander deck that Wizards have produced.
Sol Ring and Grim Monolith both ramp the moment they are played. Sol Ring will tap for 2 mana and only costs 1 for example.
Wizards long ago realised that this is unbalanced and leads to far too much mana acceleration. So, while they still print Mana Rocks, they tend to be slower.
Here's a game of spot the difference for you:
Spot the differences between Basalt Monolith and Grim Monolith.
The main difference is that Basalt Monolith costs 3 and taps for 3. Grim Monolith costs 2 and taps for 4.
There is a difference in the untap costs but that is less relevant when you consider the early game boost that either give you. However Grim Monolith is strictly better.
So we went from Mox Emerald, and the other moxen from the early sets, to Moss Diamond. The 5 original Moxen I should point out are banned in Commander. However you can see that we have gone from a cycle of cards that you can play for 0 and tap for 1 specific colour of mana to a cycle of cards that cost 2 CMC to play and tape from 1 specific colour of mana. Again the Diamonds are a set of cards and are useful ramp if you're playing a mono-colour deck. However, if you're running more than one colour there are better choices.
Here we have the signets, all 10 of them, one for each colour pair in the game. This signets are one of the best cycles of mana rocks available to commanders.
They are slightly odd in that you have to tap them and pay 1 generic mana in order to produce 1 of each colour of mana from the guild to which they are aligned. However, they only cost 2 to play.
They are similar to Fellwar Stone, which is what I think is THE Mana Rock after all it is a rock that produces mana!
The problem with Fellwar stone is that it may as well say {T}: Add 1 Generic mana to your mana pool as you have no control over what mana your opponents may have on the battlefield at any one time.
Wizards have done a good job of producing a lot of variation in the mana rocks they have produced over the years. You have the indestructible Darksteel Ingot which is solid against board wipes, the scrying Seer's Lantern, a personal favourite all the way to the highly political Spectral Searchlight.
There are plenty of mana rocks to choose from and some may prove more helpful in your deck that others. Seer's Lantern, for example, is a great card in the Grenzo, Dungeon Warden deck I looked at last time out as Scying is integral to that deck.
There are mana rocks to suit every style and budget. The most expensive, like Mana Crypt costs around £125 (at the time I published this article) to the cheapest costing pennies.
Don't forget that Manabase Crafter will tell you the mana rocks you can play in the deck for your chosen commander as well as the lands and mana dorks. It is, I find, quite invaluable.
Until next time may you top deck that card you just wished for.
Phil