The second and more vexing option is to have that player take an extra turn
There are, however, a few somewhat-relevant statements that we can interpret in different ways
Are there any inclusions I mightve missed or cards you think I overrated
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 inherently aggressive nature of Smoker's deck gives him a good match-up with top-tier meta decks
Legendary Creature - Angel Color tag templates(None) Magus of the Tabernacle All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay ." Creature - Human Wizard Color tag templates(None) Rest in Peace When this enchantment enters, exile all graveyards