27

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 ...


26

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)....


21

Here are the lands that will work in a 5 colour 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 to the nearest quarter and are from TCGPlayer based on the results returned by Scryfall. (For sake of site rules, I have no affiliation with ...


19

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 ...


12

As an extension of Rainbolt's answer, anything that depends only on Phyrexian mana could be played. E.g. Mental Misstep


12

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 ...


11

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. For ...


9

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 ...


7

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 ...


7

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 ...


7

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.


7

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 ...


6

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. Filters mana Is throttled 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 ...


6

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: Beginning Phase a. Untap step b.Upkeep step c. Draw step First Main Phase Combat Phase a. Beginning of combat step b. Declare attackers step ...


6

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 ...


5

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. Basic Landcyclers This ...


5

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 ...


5

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 ...


5

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. If you're on a budget, you probably want to avoid this category. Examples include Tundra, Temple Garden, and ...


4

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. ...


2

I think it depends on what type of cards you've included in your cube. I remember that the Invasion block had lots of mana fixing because they wanted to encourage multi-colour deckbuilding due to the Domain mechanic. On the other hand, Mirrodin block didn't require much (except for colourless splashable Myr) due to the artifact-heavy nature of the block. ...


1

Note that explicitly distinguishing between colorless mana symbols and generic mana symbols is a relatively new thing (says I, who hasn't been really actively playing since the original Ravnica, so most rules changes the last ten years seem relatively new to me). This is why many older lands which according to old printings produce what looks like generic ...


1

Another extension to both Rainbolt's and Brondahl's answers; as it is somewhat relevant. You say their field is clear of any creatures that are "capable of directly generating mana at instant speed". First thing that pops into my mind is the Convoke mechanic used in Stoke the Flames or Chord of Calling. It can tap creatures to assist in paying for the spell ...


1

Yes. Using Wizards Gatherer, you can search for permanents that will filter mana for you. Via Advanced Search, use the following in the Rules Text Box. ", {T}: Add one mana" Add it in its entirety, including the quotations.


1

For once per turn effects, something like Mana Prism or Prophetic Prism do that. For permanent "spend mana as if it were any kind", something like Mycosynth Lattice might be your only option.


1

Once blockers are assigned, you do not recheck legality of assignments again. The creature is considered blocked and combat damage is exchanged between them normally. The same would be true if an attacking creature became unblockable after a blocker was assigned to it. It would still be blocked. From the Comprehensive Rulebook: 509.1g Each chosen ...


1

Terrain Generator is a land that not only can add colorless mana but if you have extra land at the end of your opponents turn it allows you to put a basic into play


1

Here's a bullet-point list of things to consider: What's your curve look like? Which spells do you absolutely need to play "on time"? Does your deck have a way to look at more cards than one per turn (e.g. card filtering or card draw)? Can you win if you "brick" a few times, drawing lands you don't need? Do you have a use for "excess" land cards or other ...


1

I would advise against getting dual lands or shock lands. First of all, they are only good in decks where players are running those colors. If we assume everybody runs a 2-color deck of randomly chosen colors, there's a 10% chance that this card would be at all useful to them. Terramorphic Expanse/Evolving Wilds, Shimmering Grotto, and Manalith on the other ...


1

Everything is possible, YOU decide what is fun and how you want to build your Cube. Here is a detailed article on the basic of cube building. Basically, it depends on : Budget. Fetch lands and original dual lands are expensive Power Level. They allow to build more reliable decks than any other duals (that's a reason why Legacy and Vintage are more powerful ...


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