How to build a mana base in MTG
2026-08-02
The best spells in the world do nothing if you cannot cast them. A solid mana base is the foundation of every competitive and casual deck.
Basics first
Basic lands are free and reliable. Every deck needs enough of them to function when you draw poorly. In two-color decks, 8–12 basics split between your colors is normal alongside dual lands.
Do not cut basics for fancy lands until you have enough fixing — mana screw loses more games than a slightly weaker spell.
Dual lands and fixing
Untapped dual lands (shock lands, fetch lands, bond lands) are premium because they let you cast on curve. Tapped duals (gain lands, slow lands) are budget staples that work fine in casual Commander.
For three+ colors, add ramp (signets, talismans, Cultivate) and fetches that find basics. Our deck comparison tool shows mana base differences between lists.
Commander-specific tips
Aim for 37–38 lands plus 10–12 ramp pieces in 100 cards. Include a few utility lands (Boseiju, Reliquary Tower) but do not sacrifice colored sources for cute lands.
Check color pip requirements on your curve — a four-GG spell needs forests and green duals, not just generic fixing.
FAQ
- How many dual lands should I run?
- In two-color 60-card decks, 8–12 dual/fixing lands is common. In Commander three-color, 12–20 depending on budget and ramp.
- Are fetch lands worth it?
- In Modern and high-tier Commander, yes — they thin lands and enable shock lands. For casual budget builds, tapped duals are fine.