Basically, you're trying to find an optimal balance between "I need mana to play my spells in a timely fashion" and "I want to draw active cards all the time (which usually means spells)."
For me, it boils down to a question of which lands drops do you need to make "on time".
Because players start with an opening hand of several cards but subsequently draw ...
Your mana base is the chief constraint, but it's not always as restrictive as you think.
This really depends on the format and your budget, but, sometimes, it's really not "substantially more difficult to get the mana you need to play the cards in your hand" with a three-color deck.
In something like 20 playtest games with Domain Zoo, which is (albeit ...
All cards are limited to 4 per deck except Basic lands, and cards that say they bypass this limit (currently Relentless Rats, Shadowborn Apostle, Rat Colony, and Persistent Petitioners). In the case of Basic lands, this means that the type line, which is the text between the image and the text box, has to start with the word "Basic". The rule that covers ...
Because of the slower pace of play in EDH/Commander, it isn't as drastically important to hit 5-6 land drops in 5-6 turns. In addition, the number of "mana rocks" (mana-generating artifacts) and dual lands/mana filtering/land fetch cards are usually higher.
Considering that, the 40% lands rule is still fairly close to normal (lightened obviously for the ...
You asked two different questions. For both, we are assuming that the opponent is tapped out with no relevant mana abilities on the field.
It possible for my opponent to generate mana at instant speed?
Yes, players can generate mana at "instant speed" (mana abilities technically don't use the stack and can't be responded to like an Instant spell). As an ...
As an unscientific method for quickly throwing lands into a draft deck, I could up the number of coloured mana symbols in the casting costs of my cards, and use the results as a ratio to choose my lands. So, if my deck has 20 white mana symbols and 10 blue mana symbols, and I need to select 17 lands, I'd typically be thinking about 11 Plains and 6 Islands.
There are, but they are purposefully few and far between.
Mana acceleration is considered to be in green's part of the "color pie," with the exception of the occasional black card, and a little bit of a fast-mana theme in red (formerly black). Blue and white occasionally get ways to cheat on mana a bit, but only when they're tied into some other element of ...
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)
Conventional wisdom is to run around 40% lands in Limited. This means around 12-13 lands for a 30-card deck, and 16-18 lands for a 40-card deck.
Typically, you see three variations. Aggressive, low-curve decks (which curve out at at four or five) will run as few as 11/16 lands. Typical decks (one or two colors, curve out around six or seven) will ...
Fetchlands + duals is a formula used by almost all the top decks in every format that allows them. The main advantage is monumental consistency.
Verdant Catacombs, for instance, can fetch any of the following original dual lands:
Badlands (Swamp / Mountain)
Bayou (Swamp / Forest)
Savannah (Forest / Plains)
Scrubland (Plains / Swamp)
Taiga (Mountain / ...
No, you cannot tap non-basics for mana unless they have an ability that specifically says otherwise.
Basic lands are handled with a special case in the rules:
305.6 The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring
to one of these subtypes. A land with a basic land type ...
Building mana bases is a mix of art and science. Fundamentally, mana
is the biggest resource constraint in a Magic deck, so your land
choices are just as important as your spell choices during deck
Deckbuilding isn't just about picking spells for your deck,
but also about setting up lines of play. As such, your
mana base isn't just about what but ...
When cards refer to "forests," they are always referring to the land cards and not to the mana they produce; when referring to mana, they specifically say "mana" or use the appropriate mana symbol (including X where necessary to be abstract). That means that in both cases, it is referring to the principle you are thinking about in your first statement.
Generally it's less about whether your deck is aggressive or not than what your deck's mana curve looks like - the two are very closely correlated, but they're not necessarily the same thing! It's probably fair to say that the 'average' deck through Magic's history has run about 24 lands, with aggressive decks a little lighter and control decks a little ...
Mana ramp is definitely a very green thing; it's a natural effect for the color of life and growth (among other things). This is a great example of the color pie at work: there are just some things that not all the colors can do. But there are some cards outside green (and artifacts) that help produce mana.
In other colors, mana producing abilities are ...
You can only put four of each Temple in your deck. It's only the basic lands that are exempt from the limit:
100.2a In constructed play (a way of playing in which each player creates his or her own deck ahead of time), each deck must contain at least sixty cards. A constructed deck may contain any number of basic land cards and no more than four of any ...
Improvise has the following definition in rule 702.125a:
Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.”
A generic mana cost is represented by a number in a circle, and ...
According to gatherer it is not impacted by summoning sickness since it doesn't have the tap symbol.
Since Heritage Druid’s activated ability doesn’t have a tap symbol in its cost, you can tap creatures that haven’t been under your control since your most recent turn began (including Heritage Druid itself) to pay the cost.
Solemn Simulacrum is good colorless fetch (and draw).
Traveler's Amulet and Horizon Spellbomb can get lands into your hand.
Caged Sun will get you lots of mana (but no lands) as will Koth of the Hammer.
Iron Myr is a good mana producing creature
Infernal Plunge and Geosurge can also have their uses.
Fiery Fall is the only mono-red card that could be ...
Short version: in the current Standard environment, play Sphere of the Suns if you want to play 4-drops early, play Koth of the Hammer if you want to play 6-drops early or get a lot of mana for a big X spell; make sure you don't short yourself on lands; if you want to experiment with a rogue deck, try Geosurge.
In the modern color pie, red is ...
There's no such thing as "Forest mana". Forest has only 2 meanings in MTG, it is a basic land type, and it is the name of a card. A card with the land type "Forest" (such as the Forest card), can be tapped for 1 green mana.
Both "Forests in play" and "Forests you control" refer to cards (or tokens) with the type "Forest" that are on the battlefield. The ...
All mana empties from your mana pool at the end of each step or phase. So you must use it within the same step. All mana that is spent is, well, "spent", it's gone; you can't use it again.
The steps of a turn are:
a. Untap step
c. Draw step
First Main Phase
a. Beginning of combat step
b. Declare attackers step
The limited options in the question aren't directly comparable. Looking at non-basic lands in general, they categorize as follows:
Requires a Cost or condition to tap.
Come into play tapped
Come into play tapped, but offer an immediate benefit
Come into play tapped, unless you meet a cost or condition
Further, some of the ...
Command Tower is a must-include.
Besides that, there are pretty much five types of multi-colored lands.
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.
Lands that conditionally start untapped. These ...
Not at all.
A quick Gatherer Search revealed at least 25 non-Green, fairly inexpensive basic land searchers (most $0.10 commons). Key cards of note:
The Panoramas: Example Bant Panorama, Naya Panorama
Terminal Moraine, Evolving Wilds, Terramorphic Expanse, Ghost Quarter, Oath of Lieges
Artifact Searchers - Armillary Sphere et. Al.
A good mana base is required to have a good deck. The question is, how do you want people to achieve this? Either they play spells that're easy to cast or they have good fixing. Duals are fixing without an extra slot or tempo loss. Worse fixers either cost cards or tempo. Like the lands earlier suggested (Evolving Wilds, Taplands, Shimmering Grotto (ugh)) or ...
Alex P's answer is fantastic, but I think I can add to it somewhat.
You mentioned limited in your answer, and in limited it is very frequently necessary or nearly necessary to play 3 colors to get decent cards. Of course even then your third color should often be a "splash" with just one or two cards and keep a heavy emphasis on the two primary ...
There are different strategies involved for 40 card decks versus 60 card decks.
A 60 card deck is constructed. This means you'll have access to a great number of dual lands and land fetches. A 40 card deck is limited. You will probably have only basic lands to work with, with may be one or two mana fixers you managed to pick up.
It's fairly easy to make ...
White has very little ramp of its own; the effects it does have relating to mana are generally dependent on you controlling fewer lands than your opponent, and most of those put land in your hand, rather than on the field (which is not ramp). Examples: Land Tax, Kor Cartographer, Knight of the White Orchid, Oath of Lieges.
Blue also has very little. ...