Your favorite cmc1 spells?

We all know the feeling: The game begins, you've got [[Sol Ring]] and [[Arcane Signet]] in hand but simply nothing to play as a follow up in turn 1. Or maybe the only thing you were able to do is play your basic land for turn and pass? Either way, it's annoying and inefficient.

Turn 2 often sees a lot of cmc2 ramp in the form of rocks, sorceries or dorks, but I feel some people completely forget about the advantage of even earlier plays.

Be it a [[Dark Ritual]] that accelerates your plan, or a [[Changeling Outcast]] to cash in on kindred synergies; what are your favorite cmc1 spells and abilities to get the ball rolling as early as possible?

(This post has been inspired by my [[Malcolm, Keen-Eyed Navigator]] + [[Francisco, Fowl Marauder]] deck, that needs an evasive pirate to drop as early as possible.)