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Summary
A deckbuilding guide on constructing bespoke Commander mana bases, framed around building a five-color budget The Ur-Dragon (?) deck. The host argues most mana-base problems come from autopilot copying (e.g. EDHREC lists) instead of analyzing the deck's own color pips, pip counts, and mana curve to determine how many sources of each color you need and by what turn. He targets roughly 44-45 mana sources on average but says to break that rule per deck. Because the budget Dragon deck has no one-drops, its first turn is dead, so it can afford more tapped lands; the curve really starts at four/five (Dragons reduced by the commander). Land choices: pain lands (two colors, negligible life loss, cheap, underrated), Command Tower, Exotic Orchard, tricolor tap lands that produce green, searchable tap duals that fetch Forests, one of each basic, and check lands. He rejected the budget triomes because they act as tap lands, only fetch basics, and he rarely used their colorless ability. Ramp turns 1-3 as setup: Farseek, Nature's Lore, Three Visits on turn two; Hunting Wilds, Ranger's Path, Skyshroud Claim, Tempt with Discovery on turn three, plus green-producing mana rocks. Across 50 test games, 90% had needed colors by turn
Key Clips
- [03:36] I typically aim for about 44 to 45 mana sources in the average deck, but while that's the average, don't let it become a new autopilot, because in some decks you want to break that rule.
- [04:33] The mana curve: I have no one-drops, so immediately I know that I have room for some tap lands because my first turn is dead anyway.
- [05:52] I wanted to make the new budget triomes work, but they were effectively a tap land most of the time and only fetched basics, and I hardly ever used their colorless mana ability.
- [06:00] First up is pain lands. To me they're easily some of the most underrated lands in Commander: they give two colors with negligible life loss and they're very cheap, an absolute no-brainer.
- [06:35] I included some searchable tap duals, at least those that give me Forests, so I can search for them. The fact that they come into play tapped is minor because I'm not casting anything else on the turn I use a Three Visits or a Skyshroud Claim to search for them.
- [07:12] I want to be playing Farseek, Nature's Lore, and Three Visits on turn two, and Hunting Wilds, Ranger's Path, Skyshroud Claim, or Tempt with Discovery on turn three to support these land-fetch spells.
- [07:51] Across those 50 test games, 90% of the time I had all the colors and mana I needed to play the spells in my hand on turn four, and I mulliganed about 10% of the time.
Tags
Archetypes/Strategy: ramp, tribal Format/Bracket: Core Card Categories: ramp, utility