Commander Mana Base Guide: How Many Lands Do You Really Need?
The definitive guide to building a Commander mana base — land count, color fixing, ramp, and common mistakes to avoid.
Your mana base is the foundation of your deck. Get it wrong and nothing else matters — you'll spend games staring at uncastable cards. Here's how to get it right.
How Many Lands?
The short answer: 36-38 lands for most decks, plus 10-12 ramp sources.
The longer answer depends on your average mana value (AMV): - AMV under 2.5: 33-35 lands (aggressive, low-curve decks) - AMV 2.5-3.5: 36-38 lands (most decks) - AMV over 3.5: 38-40 lands (big mana, battlecruiser decks)
Color Fixing by Deck Type
Mono-color Easy mode. Run 35-38 basics plus utility lands (Rogue's Passage, Castle Garenbrig, etc.).
Two-color - 8-10 dual lands (shock lands, check lands, pain lands, battle lands) - 12-15 of each basic - Command Tower, Exotic Orchard
Three-color - 12-15 dual/tri lands - 5-8 of each basic - Command Tower, Exotic Orchard, Mana Confluence - Consider fetch lands if budget allows
Four-five color - Minimize basics (2-3 of each at most) - Maximize rainbow lands (Command Tower, City of Brass, Mana Confluence) - Run all available tri-lands and good duals - Add Chromatic Lantern and similar fixers
Ramp Categories
Not all ramp is equal: - Mana rocks (Sol Ring, Signets): Fast, vulnerable to artifact removal - Land ramp (Cultivate, Kodama's Reach): Slower, but lands are harder to remove - Mana dorks (Llanowar Elves, Birds of Paradise): Fastest, but die to board wipes
Mix ramp types so you're not completely shut down by one Vandalblast.
Common Mistakes
- Too many tap lands — If most of your lands enter tapped, you're always a turn behind
- Not enough colored sources — A 3-color deck needs at least 15 sources of each color
- Cutting lands for cool spells — Resist the temptation. 34 lands is almost never correct
- Ignoring ramp — 10 ramp sources minimum. Sol Ring alone isn't enough
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