How to build a budget-friendly manabase for a 5-color deck?












9















I am a commander player who operates on a very tight budget. I recently started brewing for a 5-color Jodah chaos deck, but am having trouble building an affordable manabase. I can't afford shocklands, fetchlands, original duals and the like. I am looking to see if there are any land cycles that I have missed that might help me out, for example, I am running pain lands. I am trying to stay away from things like guildgates/thornwood falls cycle, tri-lands, etc, because they are too slow for my deck and my playgroup. I am aware of the issues trying to build a budget manabase for a 5-color deck that is still fast enough to be viable in a good meta, but I'm just wondering if there are any cycles of lands that I could use? Trying to stay away from nonland cards, my deck is already very filled out.










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  • 1





    It would probably be helpful if you provided a budget of how much you are willing to spend

    – SamYonnou
    9 hours ago


















9















I am a commander player who operates on a very tight budget. I recently started brewing for a 5-color Jodah chaos deck, but am having trouble building an affordable manabase. I can't afford shocklands, fetchlands, original duals and the like. I am looking to see if there are any land cycles that I have missed that might help me out, for example, I am running pain lands. I am trying to stay away from things like guildgates/thornwood falls cycle, tri-lands, etc, because they are too slow for my deck and my playgroup. I am aware of the issues trying to build a budget manabase for a 5-color deck that is still fast enough to be viable in a good meta, but I'm just wondering if there are any cycles of lands that I could use? Trying to stay away from nonland cards, my deck is already very filled out.










share|improve this question









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CollinB is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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  • 1





    It would probably be helpful if you provided a budget of how much you are willing to spend

    – SamYonnou
    9 hours ago
















9












9








9


1






I am a commander player who operates on a very tight budget. I recently started brewing for a 5-color Jodah chaos deck, but am having trouble building an affordable manabase. I can't afford shocklands, fetchlands, original duals and the like. I am looking to see if there are any land cycles that I have missed that might help me out, for example, I am running pain lands. I am trying to stay away from things like guildgates/thornwood falls cycle, tri-lands, etc, because they are too slow for my deck and my playgroup. I am aware of the issues trying to build a budget manabase for a 5-color deck that is still fast enough to be viable in a good meta, but I'm just wondering if there are any cycles of lands that I could use? Trying to stay away from nonland cards, my deck is already very filled out.










share|improve this question









New contributor




CollinB is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












I am a commander player who operates on a very tight budget. I recently started brewing for a 5-color Jodah chaos deck, but am having trouble building an affordable manabase. I can't afford shocklands, fetchlands, original duals and the like. I am looking to see if there are any land cycles that I have missed that might help me out, for example, I am running pain lands. I am trying to stay away from things like guildgates/thornwood falls cycle, tri-lands, etc, because they are too slow for my deck and my playgroup. I am aware of the issues trying to build a budget manabase for a 5-color deck that is still fast enough to be viable in a good meta, but I'm just wondering if there are any cycles of lands that I could use? Trying to stay away from nonland cards, my deck is already very filled out.







magic-the-gathering mtg-commander deck-building mtg-manabase






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edited 11 hours ago









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  • 1





    It would probably be helpful if you provided a budget of how much you are willing to spend

    – SamYonnou
    9 hours ago
















  • 1





    It would probably be helpful if you provided a budget of how much you are willing to spend

    – SamYonnou
    9 hours ago










1




1





It would probably be helpful if you provided a budget of how much you are willing to spend

– SamYonnou
9 hours ago







It would probably be helpful if you provided a budget of how much you are willing to spend

– SamYonnou
9 hours ago












4 Answers
4






active

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11














Here are the lands that will work in a 5 color deck, I ordered them in roughly the order I think they are helpful speed wise to an EDH deck and will include the lands you already run for completeness. Prices rounded and are from TCGPlayer based on the results returned by Scryfall. (For sake of site rules, I have no affiliation with either site)



Bond Lands:



You're building EDH, a multiplayer free for all format, and bond lands care about how many opponents you have, being released in Battlebond, the 2HG set. Their prices range from Spire Garden at $4 to Morphic Pool at $11. These are all but guaranteed to come out in EDH untapped, until the game is almost over when one land drop won't matter so much anymore.



Shock Lands:



These have always been an EDH staple, having the basic land types to allow them to be found by some effects (Farseek) and being able to choose to let them come in tapped when the cost (2 life) was not worth it. These were at one time more expensive lands, however with the two further visits to Ravnica each having full reprints of the cycles, the price to get ahold of these lands has gone down quite a bit, they now run from Temple Garden at $5 to Steam Vents at $11.



Filter Lands:



There are a few cycles of filter lands, The first cycle from Odyssey requires you to pay 1 mana of any color to get 2 mana of specific colors, cost wise they range from Sungrass Prairie at $1 to Skycloud Expanse at $5. The second cycle came out in Llorwyn block, it requires you to spend one mana of the colors it can produce to get two mana in any combination of those two colors. This cycle tends to be pretty expensive, however 6/10 of the cycle are in your price range, Graven Cairns was printed a few times and can be bought at $2.50 and is the only allied color pair in the price range, the enemy color pairs range from Rugged Prairie at $4 to Twilight Mire at $7.25.



Pain Lands:



These lands tap for colorless, or one of two colors if you pay one life. These lands run in cost from Battlefield Forge at $1 to Brushland at $9. Mana Confluence ($9) and City of Brass ($8.50) can also be considered here, as they tap for 1 of any color at the cost of one life, with slightly different wording (cost/vs damage effect). Murmuring Bosk ($0.75) can also be included here, it is a forest so taps for green, but can tap for black or white for 1 life, it will come in untapped if you reveal a treefolk card from your hand.



Check Lands:



These check that you have one land of the matching color basic land subtypes out on the field and come in untapped if you do, they don't care if they are basic so Shock, Battle and Bicycle lands will work for this also. Price wise they range from Rootbound Crag at just under $4 to Sulfur Falls at $8.



Reveal Lands:



These lands come in untapped if you can reveal a land from your hand with a matching basic type, though it does not need to be basic, so Shock, Battle and Bicycle lands will work. Price wise these go from Game Trail at just under $1 to Choked Estuary at $1.50.



Battle Lands:



These come out untapped if you have at least two basic lands in play, though this makes it less and less likely you will get them untapped the more non-basics you have in your deck, these do unfortunately only exist in allied colors and the costs run from Smoldering Marsh at $1.75 to Cinder Glade at $2.75. These also have the basic land types, so they will matter for other land types listed, like Check and Reveal lands.



Fast lands:



These come out untapped if you have 2 or less other lands can conditionally be faster. The original set, the allied colors, can be more expensive, running from Razorverge Thicket at $7.50 to Blackcleave Cliffs at $37, but the new enemy colors completing the cycle from Kaladesh are more reasonable, costing from $2 for Concealed Courtyard to $9 for Spirebluff Canal. These are a little less useful in EDH due to the game format being longer, the deck size larger and the lands limited to one each, the likelihood they will come in untapped is low, they are much better in formats like modern where early advantage means more.



Tainted Lands:



These lands tap for colorless, unless you have a swamp, if you do they tap for black or one other color. They go from Tainted Field at $0.15 to Tainted Isle at $2.25. This is a cycle of 4 lands, as the 5th land would tap for black or black, and be useless. These also do not care about the land being basic, so Shock, Battle and Bicycle swamps all apply, as do all lands turned into swamps by an effect like Urborg, Tomb of Yawgmoth.



Bicycle Lands:



These lands will come in tapped, however I am mentioning them because they synergize with Check lands if played earlier and Reveal lands if in the hand. They range in price from Irrigated Farmland at about $0.50 to Fetid Pools at about $2.



There are lands that make colors conditionally that could be useful in your deck, like Reflecting Pool ($11.50) and Exotic Orchard ($1.50) making mana based on what mana you, or your opponents could make. Spire of Industry ($1) costs one life and needs you to have an artifact to make any colored mana and Glimmervoid ($6.75) makes 1 mana of any color but is sacrificed if you have no artifacts in play, Thran Quarry ($2.50) works the same but needs creatures. Aether Hub ($0.25) costs one energy to make any colored mana and Forbidden Orchard ($6.50) which gives opponents a 1/1 creature for every mana you make with it, but makes any color. Holdout Settlement ($0.10) and Survivors' Encampment ($0.10) both need you to tap a creature to make colored mana.



Other lands restrict how mana can be spent, but without knowing the deck type can't really be suggested. If it's eldrazi(with devoid) there's Corrupted Crossroads ($0.25), allies have Ally Encampment ($0.25), creature heavy decks can make use of Ancient Ziggurat ($8), dragons have Haven of the Spirit Dragon ($1.25), elementals use Primal Beyond ($2.50), Slivers use Sliver Hive ($6.25), if most of your spells have more than one color in them then use Pillar of the Paruns ($3.75) and Unclaimed Territory ($1.50) works for any tribal deck since you name the creature type when you play it. Changeling decks will benefit from all these tribal lands. (except Corrupted Crossroads, and Pillar which care about other characteristics)



Path of Ancestry ($5.25) and Command Tower ($2) can both tap for any color in your commander, which means any color in your deck and should be pretty much automatic included in any EDH deck.






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  • 1





    I avoided anything over $10, I mentioned reflecting pool because of the high utility and because I also mentioned orchard, though parts of some cycles are in that range.

    – Andrew
    11 hours ago





















5














Command Tower is a must-include.



Besides that, there are pretty much five types of multi-colored lands.




  1. Lands that start untapped and have no/minimal drawback (paying 2 life is considered minimal). They cost a lot of money because they are good. Examples include Tundra, Temple Garden, and Windswept Heath.


  2. Lands that conditionally start untapped. These are less expensive because they aren't as reliable. Examples include Dragonskull Summit, Botanical Sanctum, Bountiful Promenade.


  3. Lands that start tapped. These are going to be cheapest because of the tempo hit, but can have cool other abilities to make up for it. Examples include Thornwood Falls, Seaside Citadel, Vivid Crag, Terramorphic Expanse, and Flood Plain.


  4. Lands that start untapped but have some other drawback (they tend to involve counters; search t:land o:counter). These can be cheap but it depends on the drawback. Examples include Timberline Ridge, City of Brass, Tendo Ice Bridge, Mirrodin's Core, and Gemstone Mine.


  5. Lands that produce any color with some restriction (search t:land o:"any color"). Examples include Ancient Ziggurat, Glimmervoid, Pillar of the Paruns, Unclaimed Territory, and Crystal Quarry.







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  • command tower i always include :)

    – CollinB
    13 hours ago



















0














Most standard sets will have dual coloured lands. With return to ravnica you get the gates, which you can have for each guild and also you get the gates in allegiance. You can use cascade bluffs as well. If you include a chromatic lantern then that should solve your problem as well.



You can also rely on the 3 coloured lands from fate reforged/khans time (can't remember specific set), or the life lands (come into play tapped but you gain 1 life). If you run things like growth spiral and gate summit then you kind of recover on the tempo of your lands coming into play tapped.






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  • ..... i said in my questions that the tri lands, etb tapped but gain 1, and guildgates were too slow, and that i had no slots left (so no chromatic lantern or growth spiral) cascade bluffs was mentioned earlier, and i said it was out of my price range

    – CollinB
    12 hours ago











  • what about painlands? like cave of koilos...

    – fireshark519
    12 hours ago











  • if you read my original post, you'll notice i said i was already running pain lands

    – CollinB
    12 hours ago











  • @CollinB sorry I read it as "plain lands" xD. if shocks are out of question even though they are very low in price at the moment. You will have the cycle lands, checklands, tango lands, fast lands...(amonkhet, kaladesh, BFZ). Maybe even the temples, though still entering tapped the scry might recover the advantage for you...

    – fireshark519
    12 hours ago











  • my thoughts immediately went to checklands when i first confronted the manabase, but i'm not sure how well they will work, because i'll need basic lands to let them enter untapped, which means i MUST include enough basics for it to work, decreasing my mana consistency. I'm unsure if this will actually be as much of an issue as i think, any opinions?

    – CollinB
    12 hours ago



















0














You can use the Mirage fetch lands.




  • Flood Plain ({W}/{U})

  • Bad River ({U}/{B})

  • Rocky Tar Pit ({B}/{R})

  • Mountain Valley ({R}/{G})

  • Grasslands ({G}/{W}).


and one of the best are the Shadowmoor/Eventide filter land.




  • Mystic Gate {W/U}

  • Sunken Ruins {U/B}

  • Graven Cairns {B/R}

  • Fire-lit Thicket {R/G}

  • Wooded Bastion {G/W}

  • Fetid Heath {W/B}

  • Cascade Bluffs {U/R}

  • Twilight Mire {B/G}

  • Rugged Prairie {R/W}

  • Flooded Grove {G/U}


good value for the cost.






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  • my only concern with any type of fetch land is without shocks and original duals, they seem to lose much of their power, if i put in enough basics for them to work well, it limits my consistency if i draw those basics, and doesn't offer me the ability to tap for either land color, i have to choose what to fetch for based on my current hand, and can easily run into consistency problems later on. In addition, it's slow from the enters tapped trigger, due to the inability to include lands with multiple basic land types, it's honestly even more worth it to run thornwood falls, etc.

    – CollinB
    13 hours ago






  • 1





    the filter lands also seem to be within the 10-15 dollar each price range, which is beyond my budget

    – CollinB
    13 hours ago











  • I thing in that case you best option is to build arround green and ramp spells. because artificat can be destroyed to easy.

    – Nicolas Rudisky
    13 hours ago











  • i have no more slots left :(

    – CollinB
    13 hours ago











  • 2 cicles of lands that are good: lorwing uncomon that comes into play taped have 2 counter and produce mana of any color removing a counter . and the tempsts ones that gives 2 color but dosn't untape if you use for colored mana.

    – Nicolas Rudisky
    12 hours ago











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4 Answers
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4 Answers
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active

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active

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11














Here are the lands that will work in a 5 color deck, I ordered them in roughly the order I think they are helpful speed wise to an EDH deck and will include the lands you already run for completeness. Prices rounded and are from TCGPlayer based on the results returned by Scryfall. (For sake of site rules, I have no affiliation with either site)



Bond Lands:



You're building EDH, a multiplayer free for all format, and bond lands care about how many opponents you have, being released in Battlebond, the 2HG set. Their prices range from Spire Garden at $4 to Morphic Pool at $11. These are all but guaranteed to come out in EDH untapped, until the game is almost over when one land drop won't matter so much anymore.



Shock Lands:



These have always been an EDH staple, having the basic land types to allow them to be found by some effects (Farseek) and being able to choose to let them come in tapped when the cost (2 life) was not worth it. These were at one time more expensive lands, however with the two further visits to Ravnica each having full reprints of the cycles, the price to get ahold of these lands has gone down quite a bit, they now run from Temple Garden at $5 to Steam Vents at $11.



Filter Lands:



There are a few cycles of filter lands, The first cycle from Odyssey requires you to pay 1 mana of any color to get 2 mana of specific colors, cost wise they range from Sungrass Prairie at $1 to Skycloud Expanse at $5. The second cycle came out in Llorwyn block, it requires you to spend one mana of the colors it can produce to get two mana in any combination of those two colors. This cycle tends to be pretty expensive, however 6/10 of the cycle are in your price range, Graven Cairns was printed a few times and can be bought at $2.50 and is the only allied color pair in the price range, the enemy color pairs range from Rugged Prairie at $4 to Twilight Mire at $7.25.



Pain Lands:



These lands tap for colorless, or one of two colors if you pay one life. These lands run in cost from Battlefield Forge at $1 to Brushland at $9. Mana Confluence ($9) and City of Brass ($8.50) can also be considered here, as they tap for 1 of any color at the cost of one life, with slightly different wording (cost/vs damage effect). Murmuring Bosk ($0.75) can also be included here, it is a forest so taps for green, but can tap for black or white for 1 life, it will come in untapped if you reveal a treefolk card from your hand.



Check Lands:



These check that you have one land of the matching color basic land subtypes out on the field and come in untapped if you do, they don't care if they are basic so Shock, Battle and Bicycle lands will work for this also. Price wise they range from Rootbound Crag at just under $4 to Sulfur Falls at $8.



Reveal Lands:



These lands come in untapped if you can reveal a land from your hand with a matching basic type, though it does not need to be basic, so Shock, Battle and Bicycle lands will work. Price wise these go from Game Trail at just under $1 to Choked Estuary at $1.50.



Battle Lands:



These come out untapped if you have at least two basic lands in play, though this makes it less and less likely you will get them untapped the more non-basics you have in your deck, these do unfortunately only exist in allied colors and the costs run from Smoldering Marsh at $1.75 to Cinder Glade at $2.75. These also have the basic land types, so they will matter for other land types listed, like Check and Reveal lands.



Fast lands:



These come out untapped if you have 2 or less other lands can conditionally be faster. The original set, the allied colors, can be more expensive, running from Razorverge Thicket at $7.50 to Blackcleave Cliffs at $37, but the new enemy colors completing the cycle from Kaladesh are more reasonable, costing from $2 for Concealed Courtyard to $9 for Spirebluff Canal. These are a little less useful in EDH due to the game format being longer, the deck size larger and the lands limited to one each, the likelihood they will come in untapped is low, they are much better in formats like modern where early advantage means more.



Tainted Lands:



These lands tap for colorless, unless you have a swamp, if you do they tap for black or one other color. They go from Tainted Field at $0.15 to Tainted Isle at $2.25. This is a cycle of 4 lands, as the 5th land would tap for black or black, and be useless. These also do not care about the land being basic, so Shock, Battle and Bicycle swamps all apply, as do all lands turned into swamps by an effect like Urborg, Tomb of Yawgmoth.



Bicycle Lands:



These lands will come in tapped, however I am mentioning them because they synergize with Check lands if played earlier and Reveal lands if in the hand. They range in price from Irrigated Farmland at about $0.50 to Fetid Pools at about $2.



There are lands that make colors conditionally that could be useful in your deck, like Reflecting Pool ($11.50) and Exotic Orchard ($1.50) making mana based on what mana you, or your opponents could make. Spire of Industry ($1) costs one life and needs you to have an artifact to make any colored mana and Glimmervoid ($6.75) makes 1 mana of any color but is sacrificed if you have no artifacts in play, Thran Quarry ($2.50) works the same but needs creatures. Aether Hub ($0.25) costs one energy to make any colored mana and Forbidden Orchard ($6.50) which gives opponents a 1/1 creature for every mana you make with it, but makes any color. Holdout Settlement ($0.10) and Survivors' Encampment ($0.10) both need you to tap a creature to make colored mana.



Other lands restrict how mana can be spent, but without knowing the deck type can't really be suggested. If it's eldrazi(with devoid) there's Corrupted Crossroads ($0.25), allies have Ally Encampment ($0.25), creature heavy decks can make use of Ancient Ziggurat ($8), dragons have Haven of the Spirit Dragon ($1.25), elementals use Primal Beyond ($2.50), Slivers use Sliver Hive ($6.25), if most of your spells have more than one color in them then use Pillar of the Paruns ($3.75) and Unclaimed Territory ($1.50) works for any tribal deck since you name the creature type when you play it. Changeling decks will benefit from all these tribal lands. (except Corrupted Crossroads, and Pillar which care about other characteristics)



Path of Ancestry ($5.25) and Command Tower ($2) can both tap for any color in your commander, which means any color in your deck and should be pretty much automatic included in any EDH deck.






share|improve this answer





















  • 1





    I avoided anything over $10, I mentioned reflecting pool because of the high utility and because I also mentioned orchard, though parts of some cycles are in that range.

    – Andrew
    11 hours ago


















11














Here are the lands that will work in a 5 color deck, I ordered them in roughly the order I think they are helpful speed wise to an EDH deck and will include the lands you already run for completeness. Prices rounded and are from TCGPlayer based on the results returned by Scryfall. (For sake of site rules, I have no affiliation with either site)



Bond Lands:



You're building EDH, a multiplayer free for all format, and bond lands care about how many opponents you have, being released in Battlebond, the 2HG set. Their prices range from Spire Garden at $4 to Morphic Pool at $11. These are all but guaranteed to come out in EDH untapped, until the game is almost over when one land drop won't matter so much anymore.



Shock Lands:



These have always been an EDH staple, having the basic land types to allow them to be found by some effects (Farseek) and being able to choose to let them come in tapped when the cost (2 life) was not worth it. These were at one time more expensive lands, however with the two further visits to Ravnica each having full reprints of the cycles, the price to get ahold of these lands has gone down quite a bit, they now run from Temple Garden at $5 to Steam Vents at $11.



Filter Lands:



There are a few cycles of filter lands, The first cycle from Odyssey requires you to pay 1 mana of any color to get 2 mana of specific colors, cost wise they range from Sungrass Prairie at $1 to Skycloud Expanse at $5. The second cycle came out in Llorwyn block, it requires you to spend one mana of the colors it can produce to get two mana in any combination of those two colors. This cycle tends to be pretty expensive, however 6/10 of the cycle are in your price range, Graven Cairns was printed a few times and can be bought at $2.50 and is the only allied color pair in the price range, the enemy color pairs range from Rugged Prairie at $4 to Twilight Mire at $7.25.



Pain Lands:



These lands tap for colorless, or one of two colors if you pay one life. These lands run in cost from Battlefield Forge at $1 to Brushland at $9. Mana Confluence ($9) and City of Brass ($8.50) can also be considered here, as they tap for 1 of any color at the cost of one life, with slightly different wording (cost/vs damage effect). Murmuring Bosk ($0.75) can also be included here, it is a forest so taps for green, but can tap for black or white for 1 life, it will come in untapped if you reveal a treefolk card from your hand.



Check Lands:



These check that you have one land of the matching color basic land subtypes out on the field and come in untapped if you do, they don't care if they are basic so Shock, Battle and Bicycle lands will work for this also. Price wise they range from Rootbound Crag at just under $4 to Sulfur Falls at $8.



Reveal Lands:



These lands come in untapped if you can reveal a land from your hand with a matching basic type, though it does not need to be basic, so Shock, Battle and Bicycle lands will work. Price wise these go from Game Trail at just under $1 to Choked Estuary at $1.50.



Battle Lands:



These come out untapped if you have at least two basic lands in play, though this makes it less and less likely you will get them untapped the more non-basics you have in your deck, these do unfortunately only exist in allied colors and the costs run from Smoldering Marsh at $1.75 to Cinder Glade at $2.75. These also have the basic land types, so they will matter for other land types listed, like Check and Reveal lands.



Fast lands:



These come out untapped if you have 2 or less other lands can conditionally be faster. The original set, the allied colors, can be more expensive, running from Razorverge Thicket at $7.50 to Blackcleave Cliffs at $37, but the new enemy colors completing the cycle from Kaladesh are more reasonable, costing from $2 for Concealed Courtyard to $9 for Spirebluff Canal. These are a little less useful in EDH due to the game format being longer, the deck size larger and the lands limited to one each, the likelihood they will come in untapped is low, they are much better in formats like modern where early advantage means more.



Tainted Lands:



These lands tap for colorless, unless you have a swamp, if you do they tap for black or one other color. They go from Tainted Field at $0.15 to Tainted Isle at $2.25. This is a cycle of 4 lands, as the 5th land would tap for black or black, and be useless. These also do not care about the land being basic, so Shock, Battle and Bicycle swamps all apply, as do all lands turned into swamps by an effect like Urborg, Tomb of Yawgmoth.



Bicycle Lands:



These lands will come in tapped, however I am mentioning them because they synergize with Check lands if played earlier and Reveal lands if in the hand. They range in price from Irrigated Farmland at about $0.50 to Fetid Pools at about $2.



There are lands that make colors conditionally that could be useful in your deck, like Reflecting Pool ($11.50) and Exotic Orchard ($1.50) making mana based on what mana you, or your opponents could make. Spire of Industry ($1) costs one life and needs you to have an artifact to make any colored mana and Glimmervoid ($6.75) makes 1 mana of any color but is sacrificed if you have no artifacts in play, Thran Quarry ($2.50) works the same but needs creatures. Aether Hub ($0.25) costs one energy to make any colored mana and Forbidden Orchard ($6.50) which gives opponents a 1/1 creature for every mana you make with it, but makes any color. Holdout Settlement ($0.10) and Survivors' Encampment ($0.10) both need you to tap a creature to make colored mana.



Other lands restrict how mana can be spent, but without knowing the deck type can't really be suggested. If it's eldrazi(with devoid) there's Corrupted Crossroads ($0.25), allies have Ally Encampment ($0.25), creature heavy decks can make use of Ancient Ziggurat ($8), dragons have Haven of the Spirit Dragon ($1.25), elementals use Primal Beyond ($2.50), Slivers use Sliver Hive ($6.25), if most of your spells have more than one color in them then use Pillar of the Paruns ($3.75) and Unclaimed Territory ($1.50) works for any tribal deck since you name the creature type when you play it. Changeling decks will benefit from all these tribal lands. (except Corrupted Crossroads, and Pillar which care about other characteristics)



Path of Ancestry ($5.25) and Command Tower ($2) can both tap for any color in your commander, which means any color in your deck and should be pretty much automatic included in any EDH deck.






share|improve this answer





















  • 1





    I avoided anything over $10, I mentioned reflecting pool because of the high utility and because I also mentioned orchard, though parts of some cycles are in that range.

    – Andrew
    11 hours ago
















11












11








11







Here are the lands that will work in a 5 color deck, I ordered them in roughly the order I think they are helpful speed wise to an EDH deck and will include the lands you already run for completeness. Prices rounded and are from TCGPlayer based on the results returned by Scryfall. (For sake of site rules, I have no affiliation with either site)



Bond Lands:



You're building EDH, a multiplayer free for all format, and bond lands care about how many opponents you have, being released in Battlebond, the 2HG set. Their prices range from Spire Garden at $4 to Morphic Pool at $11. These are all but guaranteed to come out in EDH untapped, until the game is almost over when one land drop won't matter so much anymore.



Shock Lands:



These have always been an EDH staple, having the basic land types to allow them to be found by some effects (Farseek) and being able to choose to let them come in tapped when the cost (2 life) was not worth it. These were at one time more expensive lands, however with the two further visits to Ravnica each having full reprints of the cycles, the price to get ahold of these lands has gone down quite a bit, they now run from Temple Garden at $5 to Steam Vents at $11.



Filter Lands:



There are a few cycles of filter lands, The first cycle from Odyssey requires you to pay 1 mana of any color to get 2 mana of specific colors, cost wise they range from Sungrass Prairie at $1 to Skycloud Expanse at $5. The second cycle came out in Llorwyn block, it requires you to spend one mana of the colors it can produce to get two mana in any combination of those two colors. This cycle tends to be pretty expensive, however 6/10 of the cycle are in your price range, Graven Cairns was printed a few times and can be bought at $2.50 and is the only allied color pair in the price range, the enemy color pairs range from Rugged Prairie at $4 to Twilight Mire at $7.25.



Pain Lands:



These lands tap for colorless, or one of two colors if you pay one life. These lands run in cost from Battlefield Forge at $1 to Brushland at $9. Mana Confluence ($9) and City of Brass ($8.50) can also be considered here, as they tap for 1 of any color at the cost of one life, with slightly different wording (cost/vs damage effect). Murmuring Bosk ($0.75) can also be included here, it is a forest so taps for green, but can tap for black or white for 1 life, it will come in untapped if you reveal a treefolk card from your hand.



Check Lands:



These check that you have one land of the matching color basic land subtypes out on the field and come in untapped if you do, they don't care if they are basic so Shock, Battle and Bicycle lands will work for this also. Price wise they range from Rootbound Crag at just under $4 to Sulfur Falls at $8.



Reveal Lands:



These lands come in untapped if you can reveal a land from your hand with a matching basic type, though it does not need to be basic, so Shock, Battle and Bicycle lands will work. Price wise these go from Game Trail at just under $1 to Choked Estuary at $1.50.



Battle Lands:



These come out untapped if you have at least two basic lands in play, though this makes it less and less likely you will get them untapped the more non-basics you have in your deck, these do unfortunately only exist in allied colors and the costs run from Smoldering Marsh at $1.75 to Cinder Glade at $2.75. These also have the basic land types, so they will matter for other land types listed, like Check and Reveal lands.



Fast lands:



These come out untapped if you have 2 or less other lands can conditionally be faster. The original set, the allied colors, can be more expensive, running from Razorverge Thicket at $7.50 to Blackcleave Cliffs at $37, but the new enemy colors completing the cycle from Kaladesh are more reasonable, costing from $2 for Concealed Courtyard to $9 for Spirebluff Canal. These are a little less useful in EDH due to the game format being longer, the deck size larger and the lands limited to one each, the likelihood they will come in untapped is low, they are much better in formats like modern where early advantage means more.



Tainted Lands:



These lands tap for colorless, unless you have a swamp, if you do they tap for black or one other color. They go from Tainted Field at $0.15 to Tainted Isle at $2.25. This is a cycle of 4 lands, as the 5th land would tap for black or black, and be useless. These also do not care about the land being basic, so Shock, Battle and Bicycle swamps all apply, as do all lands turned into swamps by an effect like Urborg, Tomb of Yawgmoth.



Bicycle Lands:



These lands will come in tapped, however I am mentioning them because they synergize with Check lands if played earlier and Reveal lands if in the hand. They range in price from Irrigated Farmland at about $0.50 to Fetid Pools at about $2.



There are lands that make colors conditionally that could be useful in your deck, like Reflecting Pool ($11.50) and Exotic Orchard ($1.50) making mana based on what mana you, or your opponents could make. Spire of Industry ($1) costs one life and needs you to have an artifact to make any colored mana and Glimmervoid ($6.75) makes 1 mana of any color but is sacrificed if you have no artifacts in play, Thran Quarry ($2.50) works the same but needs creatures. Aether Hub ($0.25) costs one energy to make any colored mana and Forbidden Orchard ($6.50) which gives opponents a 1/1 creature for every mana you make with it, but makes any color. Holdout Settlement ($0.10) and Survivors' Encampment ($0.10) both need you to tap a creature to make colored mana.



Other lands restrict how mana can be spent, but without knowing the deck type can't really be suggested. If it's eldrazi(with devoid) there's Corrupted Crossroads ($0.25), allies have Ally Encampment ($0.25), creature heavy decks can make use of Ancient Ziggurat ($8), dragons have Haven of the Spirit Dragon ($1.25), elementals use Primal Beyond ($2.50), Slivers use Sliver Hive ($6.25), if most of your spells have more than one color in them then use Pillar of the Paruns ($3.75) and Unclaimed Territory ($1.50) works for any tribal deck since you name the creature type when you play it. Changeling decks will benefit from all these tribal lands. (except Corrupted Crossroads, and Pillar which care about other characteristics)



Path of Ancestry ($5.25) and Command Tower ($2) can both tap for any color in your commander, which means any color in your deck and should be pretty much automatic included in any EDH deck.






share|improve this answer















Here are the lands that will work in a 5 color deck, I ordered them in roughly the order I think they are helpful speed wise to an EDH deck and will include the lands you already run for completeness. Prices rounded and are from TCGPlayer based on the results returned by Scryfall. (For sake of site rules, I have no affiliation with either site)



Bond Lands:



You're building EDH, a multiplayer free for all format, and bond lands care about how many opponents you have, being released in Battlebond, the 2HG set. Their prices range from Spire Garden at $4 to Morphic Pool at $11. These are all but guaranteed to come out in EDH untapped, until the game is almost over when one land drop won't matter so much anymore.



Shock Lands:



These have always been an EDH staple, having the basic land types to allow them to be found by some effects (Farseek) and being able to choose to let them come in tapped when the cost (2 life) was not worth it. These were at one time more expensive lands, however with the two further visits to Ravnica each having full reprints of the cycles, the price to get ahold of these lands has gone down quite a bit, they now run from Temple Garden at $5 to Steam Vents at $11.



Filter Lands:



There are a few cycles of filter lands, The first cycle from Odyssey requires you to pay 1 mana of any color to get 2 mana of specific colors, cost wise they range from Sungrass Prairie at $1 to Skycloud Expanse at $5. The second cycle came out in Llorwyn block, it requires you to spend one mana of the colors it can produce to get two mana in any combination of those two colors. This cycle tends to be pretty expensive, however 6/10 of the cycle are in your price range, Graven Cairns was printed a few times and can be bought at $2.50 and is the only allied color pair in the price range, the enemy color pairs range from Rugged Prairie at $4 to Twilight Mire at $7.25.



Pain Lands:



These lands tap for colorless, or one of two colors if you pay one life. These lands run in cost from Battlefield Forge at $1 to Brushland at $9. Mana Confluence ($9) and City of Brass ($8.50) can also be considered here, as they tap for 1 of any color at the cost of one life, with slightly different wording (cost/vs damage effect). Murmuring Bosk ($0.75) can also be included here, it is a forest so taps for green, but can tap for black or white for 1 life, it will come in untapped if you reveal a treefolk card from your hand.



Check Lands:



These check that you have one land of the matching color basic land subtypes out on the field and come in untapped if you do, they don't care if they are basic so Shock, Battle and Bicycle lands will work for this also. Price wise they range from Rootbound Crag at just under $4 to Sulfur Falls at $8.



Reveal Lands:



These lands come in untapped if you can reveal a land from your hand with a matching basic type, though it does not need to be basic, so Shock, Battle and Bicycle lands will work. Price wise these go from Game Trail at just under $1 to Choked Estuary at $1.50.



Battle Lands:



These come out untapped if you have at least two basic lands in play, though this makes it less and less likely you will get them untapped the more non-basics you have in your deck, these do unfortunately only exist in allied colors and the costs run from Smoldering Marsh at $1.75 to Cinder Glade at $2.75. These also have the basic land types, so they will matter for other land types listed, like Check and Reveal lands.



Fast lands:



These come out untapped if you have 2 or less other lands can conditionally be faster. The original set, the allied colors, can be more expensive, running from Razorverge Thicket at $7.50 to Blackcleave Cliffs at $37, but the new enemy colors completing the cycle from Kaladesh are more reasonable, costing from $2 for Concealed Courtyard to $9 for Spirebluff Canal. These are a little less useful in EDH due to the game format being longer, the deck size larger and the lands limited to one each, the likelihood they will come in untapped is low, they are much better in formats like modern where early advantage means more.



Tainted Lands:



These lands tap for colorless, unless you have a swamp, if you do they tap for black or one other color. They go from Tainted Field at $0.15 to Tainted Isle at $2.25. This is a cycle of 4 lands, as the 5th land would tap for black or black, and be useless. These also do not care about the land being basic, so Shock, Battle and Bicycle swamps all apply, as do all lands turned into swamps by an effect like Urborg, Tomb of Yawgmoth.



Bicycle Lands:



These lands will come in tapped, however I am mentioning them because they synergize with Check lands if played earlier and Reveal lands if in the hand. They range in price from Irrigated Farmland at about $0.50 to Fetid Pools at about $2.



There are lands that make colors conditionally that could be useful in your deck, like Reflecting Pool ($11.50) and Exotic Orchard ($1.50) making mana based on what mana you, or your opponents could make. Spire of Industry ($1) costs one life and needs you to have an artifact to make any colored mana and Glimmervoid ($6.75) makes 1 mana of any color but is sacrificed if you have no artifacts in play, Thran Quarry ($2.50) works the same but needs creatures. Aether Hub ($0.25) costs one energy to make any colored mana and Forbidden Orchard ($6.50) which gives opponents a 1/1 creature for every mana you make with it, but makes any color. Holdout Settlement ($0.10) and Survivors' Encampment ($0.10) both need you to tap a creature to make colored mana.



Other lands restrict how mana can be spent, but without knowing the deck type can't really be suggested. If it's eldrazi(with devoid) there's Corrupted Crossroads ($0.25), allies have Ally Encampment ($0.25), creature heavy decks can make use of Ancient Ziggurat ($8), dragons have Haven of the Spirit Dragon ($1.25), elementals use Primal Beyond ($2.50), Slivers use Sliver Hive ($6.25), if most of your spells have more than one color in them then use Pillar of the Paruns ($3.75) and Unclaimed Territory ($1.50) works for any tribal deck since you name the creature type when you play it. Changeling decks will benefit from all these tribal lands. (except Corrupted Crossroads, and Pillar which care about other characteristics)



Path of Ancestry ($5.25) and Command Tower ($2) can both tap for any color in your commander, which means any color in your deck and should be pretty much automatic included in any EDH deck.







share|improve this answer














share|improve this answer



share|improve this answer








edited 5 hours ago

























answered 11 hours ago









AndrewAndrew

4,221532




4,221532








  • 1





    I avoided anything over $10, I mentioned reflecting pool because of the high utility and because I also mentioned orchard, though parts of some cycles are in that range.

    – Andrew
    11 hours ago
















  • 1





    I avoided anything over $10, I mentioned reflecting pool because of the high utility and because I also mentioned orchard, though parts of some cycles are in that range.

    – Andrew
    11 hours ago










1




1





I avoided anything over $10, I mentioned reflecting pool because of the high utility and because I also mentioned orchard, though parts of some cycles are in that range.

– Andrew
11 hours ago







I avoided anything over $10, I mentioned reflecting pool because of the high utility and because I also mentioned orchard, though parts of some cycles are in that range.

– Andrew
11 hours ago













5














Command Tower is a must-include.



Besides that, there are pretty much five types of multi-colored lands.




  1. Lands that start untapped and have no/minimal drawback (paying 2 life is considered minimal). They cost a lot of money because they are good. Examples include Tundra, Temple Garden, and Windswept Heath.


  2. Lands that conditionally start untapped. These are less expensive because they aren't as reliable. Examples include Dragonskull Summit, Botanical Sanctum, Bountiful Promenade.


  3. Lands that start tapped. These are going to be cheapest because of the tempo hit, but can have cool other abilities to make up for it. Examples include Thornwood Falls, Seaside Citadel, Vivid Crag, Terramorphic Expanse, and Flood Plain.


  4. Lands that start untapped but have some other drawback (they tend to involve counters; search t:land o:counter). These can be cheap but it depends on the drawback. Examples include Timberline Ridge, City of Brass, Tendo Ice Bridge, Mirrodin's Core, and Gemstone Mine.


  5. Lands that produce any color with some restriction (search t:land o:"any color"). Examples include Ancient Ziggurat, Glimmervoid, Pillar of the Paruns, Unclaimed Territory, and Crystal Quarry.







share|improve this answer


























  • command tower i always include :)

    – CollinB
    13 hours ago
















5














Command Tower is a must-include.



Besides that, there are pretty much five types of multi-colored lands.




  1. Lands that start untapped and have no/minimal drawback (paying 2 life is considered minimal). They cost a lot of money because they are good. Examples include Tundra, Temple Garden, and Windswept Heath.


  2. Lands that conditionally start untapped. These are less expensive because they aren't as reliable. Examples include Dragonskull Summit, Botanical Sanctum, Bountiful Promenade.


  3. Lands that start tapped. These are going to be cheapest because of the tempo hit, but can have cool other abilities to make up for it. Examples include Thornwood Falls, Seaside Citadel, Vivid Crag, Terramorphic Expanse, and Flood Plain.


  4. Lands that start untapped but have some other drawback (they tend to involve counters; search t:land o:counter). These can be cheap but it depends on the drawback. Examples include Timberline Ridge, City of Brass, Tendo Ice Bridge, Mirrodin's Core, and Gemstone Mine.


  5. Lands that produce any color with some restriction (search t:land o:"any color"). Examples include Ancient Ziggurat, Glimmervoid, Pillar of the Paruns, Unclaimed Territory, and Crystal Quarry.







share|improve this answer


























  • command tower i always include :)

    – CollinB
    13 hours ago














5












5








5







Command Tower is a must-include.



Besides that, there are pretty much five types of multi-colored lands.




  1. Lands that start untapped and have no/minimal drawback (paying 2 life is considered minimal). They cost a lot of money because they are good. Examples include Tundra, Temple Garden, and Windswept Heath.


  2. Lands that conditionally start untapped. These are less expensive because they aren't as reliable. Examples include Dragonskull Summit, Botanical Sanctum, Bountiful Promenade.


  3. Lands that start tapped. These are going to be cheapest because of the tempo hit, but can have cool other abilities to make up for it. Examples include Thornwood Falls, Seaside Citadel, Vivid Crag, Terramorphic Expanse, and Flood Plain.


  4. Lands that start untapped but have some other drawback (they tend to involve counters; search t:land o:counter). These can be cheap but it depends on the drawback. Examples include Timberline Ridge, City of Brass, Tendo Ice Bridge, Mirrodin's Core, and Gemstone Mine.


  5. Lands that produce any color with some restriction (search t:land o:"any color"). Examples include Ancient Ziggurat, Glimmervoid, Pillar of the Paruns, Unclaimed Territory, and Crystal Quarry.







share|improve this answer















Command Tower is a must-include.



Besides that, there are pretty much five types of multi-colored lands.




  1. Lands that start untapped and have no/minimal drawback (paying 2 life is considered minimal). They cost a lot of money because they are good. Examples include Tundra, Temple Garden, and Windswept Heath.


  2. Lands that conditionally start untapped. These are less expensive because they aren't as reliable. Examples include Dragonskull Summit, Botanical Sanctum, Bountiful Promenade.


  3. Lands that start tapped. These are going to be cheapest because of the tempo hit, but can have cool other abilities to make up for it. Examples include Thornwood Falls, Seaside Citadel, Vivid Crag, Terramorphic Expanse, and Flood Plain.


  4. Lands that start untapped but have some other drawback (they tend to involve counters; search t:land o:counter). These can be cheap but it depends on the drawback. Examples include Timberline Ridge, City of Brass, Tendo Ice Bridge, Mirrodin's Core, and Gemstone Mine.


  5. Lands that produce any color with some restriction (search t:land o:"any color"). Examples include Ancient Ziggurat, Glimmervoid, Pillar of the Paruns, Unclaimed Territory, and Crystal Quarry.








share|improve this answer














share|improve this answer



share|improve this answer








edited 13 hours ago

























answered 13 hours ago









ZagsZags

5,53821556




5,53821556













  • command tower i always include :)

    – CollinB
    13 hours ago



















  • command tower i always include :)

    – CollinB
    13 hours ago

















command tower i always include :)

– CollinB
13 hours ago





command tower i always include :)

– CollinB
13 hours ago











0














Most standard sets will have dual coloured lands. With return to ravnica you get the gates, which you can have for each guild and also you get the gates in allegiance. You can use cascade bluffs as well. If you include a chromatic lantern then that should solve your problem as well.



You can also rely on the 3 coloured lands from fate reforged/khans time (can't remember specific set), or the life lands (come into play tapped but you gain 1 life). If you run things like growth spiral and gate summit then you kind of recover on the tempo of your lands coming into play tapped.






share|improve this answer
























  • ..... i said in my questions that the tri lands, etb tapped but gain 1, and guildgates were too slow, and that i had no slots left (so no chromatic lantern or growth spiral) cascade bluffs was mentioned earlier, and i said it was out of my price range

    – CollinB
    12 hours ago











  • what about painlands? like cave of koilos...

    – fireshark519
    12 hours ago











  • if you read my original post, you'll notice i said i was already running pain lands

    – CollinB
    12 hours ago











  • @CollinB sorry I read it as "plain lands" xD. if shocks are out of question even though they are very low in price at the moment. You will have the cycle lands, checklands, tango lands, fast lands...(amonkhet, kaladesh, BFZ). Maybe even the temples, though still entering tapped the scry might recover the advantage for you...

    – fireshark519
    12 hours ago











  • my thoughts immediately went to checklands when i first confronted the manabase, but i'm not sure how well they will work, because i'll need basic lands to let them enter untapped, which means i MUST include enough basics for it to work, decreasing my mana consistency. I'm unsure if this will actually be as much of an issue as i think, any opinions?

    – CollinB
    12 hours ago
















0














Most standard sets will have dual coloured lands. With return to ravnica you get the gates, which you can have for each guild and also you get the gates in allegiance. You can use cascade bluffs as well. If you include a chromatic lantern then that should solve your problem as well.



You can also rely on the 3 coloured lands from fate reforged/khans time (can't remember specific set), or the life lands (come into play tapped but you gain 1 life). If you run things like growth spiral and gate summit then you kind of recover on the tempo of your lands coming into play tapped.






share|improve this answer
























  • ..... i said in my questions that the tri lands, etb tapped but gain 1, and guildgates were too slow, and that i had no slots left (so no chromatic lantern or growth spiral) cascade bluffs was mentioned earlier, and i said it was out of my price range

    – CollinB
    12 hours ago











  • what about painlands? like cave of koilos...

    – fireshark519
    12 hours ago











  • if you read my original post, you'll notice i said i was already running pain lands

    – CollinB
    12 hours ago











  • @CollinB sorry I read it as "plain lands" xD. if shocks are out of question even though they are very low in price at the moment. You will have the cycle lands, checklands, tango lands, fast lands...(amonkhet, kaladesh, BFZ). Maybe even the temples, though still entering tapped the scry might recover the advantage for you...

    – fireshark519
    12 hours ago











  • my thoughts immediately went to checklands when i first confronted the manabase, but i'm not sure how well they will work, because i'll need basic lands to let them enter untapped, which means i MUST include enough basics for it to work, decreasing my mana consistency. I'm unsure if this will actually be as much of an issue as i think, any opinions?

    – CollinB
    12 hours ago














0












0








0







Most standard sets will have dual coloured lands. With return to ravnica you get the gates, which you can have for each guild and also you get the gates in allegiance. You can use cascade bluffs as well. If you include a chromatic lantern then that should solve your problem as well.



You can also rely on the 3 coloured lands from fate reforged/khans time (can't remember specific set), or the life lands (come into play tapped but you gain 1 life). If you run things like growth spiral and gate summit then you kind of recover on the tempo of your lands coming into play tapped.






share|improve this answer













Most standard sets will have dual coloured lands. With return to ravnica you get the gates, which you can have for each guild and also you get the gates in allegiance. You can use cascade bluffs as well. If you include a chromatic lantern then that should solve your problem as well.



You can also rely on the 3 coloured lands from fate reforged/khans time (can't remember specific set), or the life lands (come into play tapped but you gain 1 life). If you run things like growth spiral and gate summit then you kind of recover on the tempo of your lands coming into play tapped.







share|improve this answer












share|improve this answer



share|improve this answer










answered 12 hours ago









fireshark519fireshark519

1914




1914













  • ..... i said in my questions that the tri lands, etb tapped but gain 1, and guildgates were too slow, and that i had no slots left (so no chromatic lantern or growth spiral) cascade bluffs was mentioned earlier, and i said it was out of my price range

    – CollinB
    12 hours ago











  • what about painlands? like cave of koilos...

    – fireshark519
    12 hours ago











  • if you read my original post, you'll notice i said i was already running pain lands

    – CollinB
    12 hours ago











  • @CollinB sorry I read it as "plain lands" xD. if shocks are out of question even though they are very low in price at the moment. You will have the cycle lands, checklands, tango lands, fast lands...(amonkhet, kaladesh, BFZ). Maybe even the temples, though still entering tapped the scry might recover the advantage for you...

    – fireshark519
    12 hours ago











  • my thoughts immediately went to checklands when i first confronted the manabase, but i'm not sure how well they will work, because i'll need basic lands to let them enter untapped, which means i MUST include enough basics for it to work, decreasing my mana consistency. I'm unsure if this will actually be as much of an issue as i think, any opinions?

    – CollinB
    12 hours ago



















  • ..... i said in my questions that the tri lands, etb tapped but gain 1, and guildgates were too slow, and that i had no slots left (so no chromatic lantern or growth spiral) cascade bluffs was mentioned earlier, and i said it was out of my price range

    – CollinB
    12 hours ago











  • what about painlands? like cave of koilos...

    – fireshark519
    12 hours ago











  • if you read my original post, you'll notice i said i was already running pain lands

    – CollinB
    12 hours ago











  • @CollinB sorry I read it as "plain lands" xD. if shocks are out of question even though they are very low in price at the moment. You will have the cycle lands, checklands, tango lands, fast lands...(amonkhet, kaladesh, BFZ). Maybe even the temples, though still entering tapped the scry might recover the advantage for you...

    – fireshark519
    12 hours ago











  • my thoughts immediately went to checklands when i first confronted the manabase, but i'm not sure how well they will work, because i'll need basic lands to let them enter untapped, which means i MUST include enough basics for it to work, decreasing my mana consistency. I'm unsure if this will actually be as much of an issue as i think, any opinions?

    – CollinB
    12 hours ago

















..... i said in my questions that the tri lands, etb tapped but gain 1, and guildgates were too slow, and that i had no slots left (so no chromatic lantern or growth spiral) cascade bluffs was mentioned earlier, and i said it was out of my price range

– CollinB
12 hours ago





..... i said in my questions that the tri lands, etb tapped but gain 1, and guildgates were too slow, and that i had no slots left (so no chromatic lantern or growth spiral) cascade bluffs was mentioned earlier, and i said it was out of my price range

– CollinB
12 hours ago













what about painlands? like cave of koilos...

– fireshark519
12 hours ago





what about painlands? like cave of koilos...

– fireshark519
12 hours ago













if you read my original post, you'll notice i said i was already running pain lands

– CollinB
12 hours ago





if you read my original post, you'll notice i said i was already running pain lands

– CollinB
12 hours ago













@CollinB sorry I read it as "plain lands" xD. if shocks are out of question even though they are very low in price at the moment. You will have the cycle lands, checklands, tango lands, fast lands...(amonkhet, kaladesh, BFZ). Maybe even the temples, though still entering tapped the scry might recover the advantage for you...

– fireshark519
12 hours ago





@CollinB sorry I read it as "plain lands" xD. if shocks are out of question even though they are very low in price at the moment. You will have the cycle lands, checklands, tango lands, fast lands...(amonkhet, kaladesh, BFZ). Maybe even the temples, though still entering tapped the scry might recover the advantage for you...

– fireshark519
12 hours ago













my thoughts immediately went to checklands when i first confronted the manabase, but i'm not sure how well they will work, because i'll need basic lands to let them enter untapped, which means i MUST include enough basics for it to work, decreasing my mana consistency. I'm unsure if this will actually be as much of an issue as i think, any opinions?

– CollinB
12 hours ago





my thoughts immediately went to checklands when i first confronted the manabase, but i'm not sure how well they will work, because i'll need basic lands to let them enter untapped, which means i MUST include enough basics for it to work, decreasing my mana consistency. I'm unsure if this will actually be as much of an issue as i think, any opinions?

– CollinB
12 hours ago











0














You can use the Mirage fetch lands.




  • Flood Plain ({W}/{U})

  • Bad River ({U}/{B})

  • Rocky Tar Pit ({B}/{R})

  • Mountain Valley ({R}/{G})

  • Grasslands ({G}/{W}).


and one of the best are the Shadowmoor/Eventide filter land.




  • Mystic Gate {W/U}

  • Sunken Ruins {U/B}

  • Graven Cairns {B/R}

  • Fire-lit Thicket {R/G}

  • Wooded Bastion {G/W}

  • Fetid Heath {W/B}

  • Cascade Bluffs {U/R}

  • Twilight Mire {B/G}

  • Rugged Prairie {R/W}

  • Flooded Grove {G/U}


good value for the cost.






share|improve this answer










New contributor




Nicolas Rudisky is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





















  • my only concern with any type of fetch land is without shocks and original duals, they seem to lose much of their power, if i put in enough basics for them to work well, it limits my consistency if i draw those basics, and doesn't offer me the ability to tap for either land color, i have to choose what to fetch for based on my current hand, and can easily run into consistency problems later on. In addition, it's slow from the enters tapped trigger, due to the inability to include lands with multiple basic land types, it's honestly even more worth it to run thornwood falls, etc.

    – CollinB
    13 hours ago






  • 1





    the filter lands also seem to be within the 10-15 dollar each price range, which is beyond my budget

    – CollinB
    13 hours ago











  • I thing in that case you best option is to build arround green and ramp spells. because artificat can be destroyed to easy.

    – Nicolas Rudisky
    13 hours ago











  • i have no more slots left :(

    – CollinB
    13 hours ago











  • 2 cicles of lands that are good: lorwing uncomon that comes into play taped have 2 counter and produce mana of any color removing a counter . and the tempsts ones that gives 2 color but dosn't untape if you use for colored mana.

    – Nicolas Rudisky
    12 hours ago
















0














You can use the Mirage fetch lands.




  • Flood Plain ({W}/{U})

  • Bad River ({U}/{B})

  • Rocky Tar Pit ({B}/{R})

  • Mountain Valley ({R}/{G})

  • Grasslands ({G}/{W}).


and one of the best are the Shadowmoor/Eventide filter land.




  • Mystic Gate {W/U}

  • Sunken Ruins {U/B}

  • Graven Cairns {B/R}

  • Fire-lit Thicket {R/G}

  • Wooded Bastion {G/W}

  • Fetid Heath {W/B}

  • Cascade Bluffs {U/R}

  • Twilight Mire {B/G}

  • Rugged Prairie {R/W}

  • Flooded Grove {G/U}


good value for the cost.






share|improve this answer










New contributor




Nicolas Rudisky is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





















  • my only concern with any type of fetch land is without shocks and original duals, they seem to lose much of their power, if i put in enough basics for them to work well, it limits my consistency if i draw those basics, and doesn't offer me the ability to tap for either land color, i have to choose what to fetch for based on my current hand, and can easily run into consistency problems later on. In addition, it's slow from the enters tapped trigger, due to the inability to include lands with multiple basic land types, it's honestly even more worth it to run thornwood falls, etc.

    – CollinB
    13 hours ago






  • 1





    the filter lands also seem to be within the 10-15 dollar each price range, which is beyond my budget

    – CollinB
    13 hours ago











  • I thing in that case you best option is to build arround green and ramp spells. because artificat can be destroyed to easy.

    – Nicolas Rudisky
    13 hours ago











  • i have no more slots left :(

    – CollinB
    13 hours ago











  • 2 cicles of lands that are good: lorwing uncomon that comes into play taped have 2 counter and produce mana of any color removing a counter . and the tempsts ones that gives 2 color but dosn't untape if you use for colored mana.

    – Nicolas Rudisky
    12 hours ago














0












0








0







You can use the Mirage fetch lands.




  • Flood Plain ({W}/{U})

  • Bad River ({U}/{B})

  • Rocky Tar Pit ({B}/{R})

  • Mountain Valley ({R}/{G})

  • Grasslands ({G}/{W}).


and one of the best are the Shadowmoor/Eventide filter land.




  • Mystic Gate {W/U}

  • Sunken Ruins {U/B}

  • Graven Cairns {B/R}

  • Fire-lit Thicket {R/G}

  • Wooded Bastion {G/W}

  • Fetid Heath {W/B}

  • Cascade Bluffs {U/R}

  • Twilight Mire {B/G}

  • Rugged Prairie {R/W}

  • Flooded Grove {G/U}


good value for the cost.






share|improve this answer










New contributor




Nicolas Rudisky is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.










You can use the Mirage fetch lands.




  • Flood Plain ({W}/{U})

  • Bad River ({U}/{B})

  • Rocky Tar Pit ({B}/{R})

  • Mountain Valley ({R}/{G})

  • Grasslands ({G}/{W}).


and one of the best are the Shadowmoor/Eventide filter land.




  • Mystic Gate {W/U}

  • Sunken Ruins {U/B}

  • Graven Cairns {B/R}

  • Fire-lit Thicket {R/G}

  • Wooded Bastion {G/W}

  • Fetid Heath {W/B}

  • Cascade Bluffs {U/R}

  • Twilight Mire {B/G}

  • Rugged Prairie {R/W}

  • Flooded Grove {G/U}


good value for the cost.







share|improve this answer










New contributor




Nicolas Rudisky is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this answer



share|improve this answer








edited 5 hours ago









Andrew

4,221532




4,221532






New contributor




Nicolas Rudisky is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









answered 13 hours ago









Nicolas RudiskyNicolas Rudisky

736




736




New contributor




Nicolas Rudisky is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Nicolas Rudisky is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Nicolas Rudisky is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • my only concern with any type of fetch land is without shocks and original duals, they seem to lose much of their power, if i put in enough basics for them to work well, it limits my consistency if i draw those basics, and doesn't offer me the ability to tap for either land color, i have to choose what to fetch for based on my current hand, and can easily run into consistency problems later on. In addition, it's slow from the enters tapped trigger, due to the inability to include lands with multiple basic land types, it's honestly even more worth it to run thornwood falls, etc.

    – CollinB
    13 hours ago






  • 1





    the filter lands also seem to be within the 10-15 dollar each price range, which is beyond my budget

    – CollinB
    13 hours ago











  • I thing in that case you best option is to build arround green and ramp spells. because artificat can be destroyed to easy.

    – Nicolas Rudisky
    13 hours ago











  • i have no more slots left :(

    – CollinB
    13 hours ago











  • 2 cicles of lands that are good: lorwing uncomon that comes into play taped have 2 counter and produce mana of any color removing a counter . and the tempsts ones that gives 2 color but dosn't untape if you use for colored mana.

    – Nicolas Rudisky
    12 hours ago



















  • my only concern with any type of fetch land is without shocks and original duals, they seem to lose much of their power, if i put in enough basics for them to work well, it limits my consistency if i draw those basics, and doesn't offer me the ability to tap for either land color, i have to choose what to fetch for based on my current hand, and can easily run into consistency problems later on. In addition, it's slow from the enters tapped trigger, due to the inability to include lands with multiple basic land types, it's honestly even more worth it to run thornwood falls, etc.

    – CollinB
    13 hours ago






  • 1





    the filter lands also seem to be within the 10-15 dollar each price range, which is beyond my budget

    – CollinB
    13 hours ago











  • I thing in that case you best option is to build arround green and ramp spells. because artificat can be destroyed to easy.

    – Nicolas Rudisky
    13 hours ago











  • i have no more slots left :(

    – CollinB
    13 hours ago











  • 2 cicles of lands that are good: lorwing uncomon that comes into play taped have 2 counter and produce mana of any color removing a counter . and the tempsts ones that gives 2 color but dosn't untape if you use for colored mana.

    – Nicolas Rudisky
    12 hours ago

















my only concern with any type of fetch land is without shocks and original duals, they seem to lose much of their power, if i put in enough basics for them to work well, it limits my consistency if i draw those basics, and doesn't offer me the ability to tap for either land color, i have to choose what to fetch for based on my current hand, and can easily run into consistency problems later on. In addition, it's slow from the enters tapped trigger, due to the inability to include lands with multiple basic land types, it's honestly even more worth it to run thornwood falls, etc.

– CollinB
13 hours ago





my only concern with any type of fetch land is without shocks and original duals, they seem to lose much of their power, if i put in enough basics for them to work well, it limits my consistency if i draw those basics, and doesn't offer me the ability to tap for either land color, i have to choose what to fetch for based on my current hand, and can easily run into consistency problems later on. In addition, it's slow from the enters tapped trigger, due to the inability to include lands with multiple basic land types, it's honestly even more worth it to run thornwood falls, etc.

– CollinB
13 hours ago




1




1





the filter lands also seem to be within the 10-15 dollar each price range, which is beyond my budget

– CollinB
13 hours ago





the filter lands also seem to be within the 10-15 dollar each price range, which is beyond my budget

– CollinB
13 hours ago













I thing in that case you best option is to build arround green and ramp spells. because artificat can be destroyed to easy.

– Nicolas Rudisky
13 hours ago





I thing in that case you best option is to build arround green and ramp spells. because artificat can be destroyed to easy.

– Nicolas Rudisky
13 hours ago













i have no more slots left :(

– CollinB
13 hours ago





i have no more slots left :(

– CollinB
13 hours ago













2 cicles of lands that are good: lorwing uncomon that comes into play taped have 2 counter and produce mana of any color removing a counter . and the tempsts ones that gives 2 color but dosn't untape if you use for colored mana.

– Nicolas Rudisky
12 hours ago





2 cicles of lands that are good: lorwing uncomon that comes into play taped have 2 counter and produce mana of any color removing a counter . and the tempsts ones that gives 2 color but dosn't untape if you use for colored mana.

– Nicolas Rudisky
12 hours ago










CollinB is a new contributor. Be nice, and check out our Code of Conduct.










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