Building a Mana base
A friend asks me, "Reid, what do you think of my new deck idea?" and shows me a list of cards.
"You only wrote down 36 cards," I say.
"Well, the rest are lands," my friend says.
"Which lands?" I respond.
This is a conversation I seem to have nearly every day of my life. The "friend" can take a variety faces, including players of every level of expertise. The fact is that building a mana base is the most neglected aspect of deck building. In reality, it should be the one you give the greatest amount of care.
It's impossible to see the real picture without understanding your mana base. Looking at my friend's list of 36 cards is like seeing a painting without a background, or reading a story without a setting. You cannot know what's possible and what's impossible before you have your mana base.
Building a mana base from scratch is a daunting process, but with the guidelines I'll give you today, you'll have a solid place to start from. Like everything else, the more you practice and the more attention you give to building your mana bases, the easier it will become.
If you're interested in a refresher course, you can find the "Basics of Mana" here. The mana base of a single-colored deck is often relatively straightforward. Today, the emphasis will be on decks of two or more colors. Let's start by establishing a frame of reference for how badly a given deck needs to draw each of its colors of mana.
The Scale of Colored Mana Necessity
These are the guidelines that I live by. Remember, they're just guidelines, not hard and fast rules. They're informed by my own long experience, as well as the opinions of other players and deck builders. In particular, I owe a special thanks to Hall of Famer Frank Karsten's writings on the topic.
These questions are different between Constructed and Limited for two reasons. The first and more obvious reason is Constructed decks are 60 cards and play with more lands than Limited decks, which are 40 cards. The second reason is that Constructed formats are faster and more powerful. Being unable to cast your spells on time is more costly and your standards for consistency should be higher.
1. I don't want lands in my deck that can't cast—this—card.
Once in a while, a card is printed that has such steep colored mana requirements that you have to build your entire mana base with it in mind.
Consider, for example, a black-green deck that wants to play with
If you play your seventh land, ready to cast your
There are a few famous cases of decks with
Lands like
2. I don't want to keep an opening hand without—this—color of mana.
This is where a deck is entirely or almost entirely centered around a single color. You cannot operate at all if you don't draw this color of mana. A deck like this might have a color distribution that looks like this, where the full circle represents the entire deck (this is a tool you can look at for any deck on DailyMTG.com under the Stats header). You can see how this one is mostly green.

In Constructed, you'll want seventeen or eighteen sources of this color of mana. In Limited, you'll want eleven or twelve sources.
Note that if you want to see two sources of this color in your opening hand, you should aim for nineteen sources or more in Constructed.
3. This is a main color.
A main color is one that you're counting on seeing in every game. You hope to see it in your opening hand, but you're not necessarily compelled to mulligan if you don't. The color distribution might look something like this, as it did for Shaun McLaren's Pro Tour Khans of Tarkir deck.

In Jeskai, for example, blue, red, and white are all main colors, but it's conceivable that you could keep a hand with only two colors of mana and at least be able to tread water for a few turns while you wait to draw your third.
In Constructed, you'll want fourteen to sixteen sources of this color of mana. In Limited, you'll want nine or ten.
When you're dealing with multiple colors that you really want to draw every game, you'll maximize your chances of drawing all of your colors by splitting your lands evenly among them. For this reason, if I build a green-white Limited deck, I'll most often simply play nine Plains and nine Forests. It's not uncommon to play ten of one and eight of the other, but it would take extreme circumstances for me to play, say, twelve Plains and only six Forests.
4. This is a secondary color.
A secondary color is one that you're planning on seeing, but it doesn't necessarily need to be right away. It's within the realm of possibility to win a game without ever drawing this color of mana. It might look a little something like this.

This Temur deck features
In Constructed, you'll want ten to thirteen sources of this color of mana. In Limited you'll want six or seven.
You may note that the featured decklist actually has fifteen lands that produce blue mana. It's always better to be safe than sorry, and if you can easily afford to exceed these guidelines it will only improve the consistency of your deck.
5. This is a splash color.
Splash colors come up often in Limited, but very rarely in Constructed. In Constructed, a color is either a part of your game plan (in which case you should play a lot of it) or it's not (in which case you should cut it entirely).
Some special cases where you might want to splash in Constructed include: an activated ability (such as one of

Sol Malka's draft deck from the Top 8 of a recent Grand Prix does a good job illustrating splashes in a Limited deck. His deck is centered on black and green, but splashes into white and blue for one powerful rare each (
In Constructed, you'll want four to seven sources of this color. In Limited you'll want two to four.
The Costs of Adding Colors
If you abide by the numbers above, your deck will run smoothly in a healthy portion of games. Remember, however, that there's variance in Magic and very few things are certain. Even when you follow my guidelines, the more colors you add to your deck, the more chances there are for something to go wrong. And, as I'll say every time we discuss mana, "The more things that can go wrong, the less often things will go exactly right." One cost of adding more colors to your deck is that you will get color hosed more often.
Beyond issues of consistency, lands that produce more than one color of mana often come with a drawback, or at least a set of pros and cons as compared to basic lands.
Enters the Battlefield Tapped
This is a phrase you ought to become very familiar with for the purposes of building mana bases. It's a very common drawback on lands that produce multiple colors of mana.
Without a doubt, entering the battlefield tapped is a drawback. Just how much of a drawback it is depends on the circumstances. To illustrate the point, think about the different ways it might impact gameplay. If you have a
In general, the costs of entering the battlefield tapped go up as the format becomes faster or more powerful. The costs go up as your deck becomes faster, and as you add more enters-the-battlefield-tapped lands to your deck. In other words, in a slow, black-green draft deck,
Paying Life
Similarly, paying life for a land is a clear drawback, but exactly how much it impacts your chances to win a game is up for debate.
Aggro decks tend to have no problem paying life in exchange for mana consistency. This is especially important since enters-the-battlefield-tapped lands can be so disruptive to tempo strategies.
Slower decks certainly don't like to pay life, but they'll prefer it to getting color hosed. Also, there'll come a point where adding your fifteenth enters-the-battlefield-tapped land will indirectly cost you more life (by preventing you from casting your spells on time) than your first "pain land" will.
A small number of lands that force you to pay life is very manageable because you can use them if you're desperate, but you'll often have the luxury to use other lands instead.
Let's return to the example of the slow Abzan deck, where I really like to play about three copies of
Making a Choice
It's important to draw a distinction between
When you play a
Forest
Here, you'll have to make a weighty choice. Do you want to cast your
In borderline scenarios, it's safest to treat your
Putting it All Together
Now, for the sake of example, I'll play the role of that nameless friend, sending a deck idea with no mana base.
What I've presented is not meant to be the best deck in Standard. It's not a deck at all until it has a mana base! What it will soon become might be a somewhat competitive deck, but remember that it's meant more for the purposes of example.
I've offered 32 cards above, which means there's room for plenty of lands, and perhaps some mana creatures like
First, let's consider the "scale of necessity." With what we have, I'd say that black, red, and green are all main colors. I don't automatically have to mulligan a hand that doesn't have all three sources (black and red mana with a
At this point, a good card to consider is
Next, let's consider the nature of the deck. This is a midrange deck that has an emphasis on pressuring the opponent's life total. It's not suicidally aggressive, but it does want to come out smoothly. I'd say that I can comfortably play about seven enters-the-battlefield-tapped lands (and uncomfortably play about nine). Unfortunately, in this color combination there's no tri-land.
4
2
1
Next, let's look for lands that enter the battlefield untapped and produce multiple colors of mana.
4
4
2
Playing more than two copies of
22 lands
12 sources of green mana
12 sources of red mana
15 sources of black mana
That's more than enough black, nearly enough red, but not even close to enough green. Let's backtrack and play two more, and slightly different, enters-the-battlefield-tapped lands.
4
2
3
Plus:
4
4
2
1
2 Mountain
2 Swamp
Gives:
24 lands
15 sources of green mana
14 sources of red mana
14 sources of black mana
Still not quite there. So I'm faced with two bad options. Either I can push my luck and accept that I'll get mana hosed in some games, or I can play with more copies of
Let's consider a third option, which is to slightly reconfigure the deck. I'll swap the four
Black is now reduced to a secondary color. Counting the
4
3
2
3
2 Forest
2 Mountain
1 Swamp
1
4
2
Equals:
24 lands
17 sources of green mana
15 sources of red mana
12 sources of black mana
Now I have an adequate amount of green mana, and more than enough red and black. Whenever possible, I like to overshoot the minimums a little bit. Here's the finished product
I cheated a little bit by counting my two
Most deck builders strive to make their lands fit with their spells, but this deck only became possible when I instead made the spells fit with the lands. This is why it's a mistake to build a deck without also building its mana base at the same time.
Always try to see the big picture. For a Magic deck, the mana base is one of the most important parts of that picture.