Most of the ramp cards generate one additional mana here, but there's a few Elfball payoff cards that generate insane ramp once the deck starts doing its thing, like Marwyn, the Nurturer, Elvish Archdruid, and Wirewood Channeler, which can ramp out some huge turns
1x Foil Chun-Li, Countless Kicks The master of lightning-fast strikes
Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.) Instant Protection (CTRL to add secondary) Ramp Ramp (CTRL to add secondary) Recursion Arcbound Reclaimer Remove a +1/+1 counter from this creature: Put target artifact card from your graveyard on top of your library
So I looked up what each element means online, and well I understood a little better, but decided to just choose the Blue starter deck and see how it went
Craft wont allow you to respond since exiling the craft materials is a part of the activation cost