In terms of cards, you have 9 Play Boosters and 30 Land cards
You've also got the full sets of bounce lands, pain lands, check lands, slow lands, and filter lands in your colors as other duals and color fixing along with Command Tower as your classic catch-all and Treasure Vault as another way to make a ton of Treasure in the late game
Those are pretty good odds for sandbagging a Knight of the White OrchidKnight of the White Orchid on turn three before you make your third land drop, but at that point, you're caught up if there's not another ramp deck at the table
Playing this green sorcery on T1 sacrificing a Arboreal Grazer gives a lot of ramp
The downside of granting your opponents an additional land is one you shouldn't take lightly and if playing against Izzet or Simic decks, but this card gives you the chace to get cards like Ouroboroid, Badgermole Cub, and Slickshot Show-Off out of play before they have the chance to do any real damage