Traits of Good Multicolor Mana Ramp Cards Playable mana ramp in Commander almost always needs to have at least 2 of the following traits to justify its inclusion in a deck: Low mana cost (ideally 4 or less, lower usually being better) A permanent impact on your board A sizable mana ramp or acceleration payoff Most multicolor ramp spells simply fall short of their monocolor brethren under these criteria for a couple reasons
What happened with Battle for Zendikar that allowed the set to go unplayed, but still create the most expensive Standard format in years
Still, it could make the cut every now and again, and it can cleanly answer a lot of different threats if you enable it
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In these situations, Uro, Titan of Nature's Wrath being a creature that works like a spell rather than an actual spell is a huge upside
They might seem convenient, but over time they can put pressure on pages and damage cards