← back to Table Talk · robboles.com

Vox Mana · Reference Codex

The Mana Base Codex
every fixing land & rock, across all 37 identities

The complete Commander mana-fixing stack — original duals, shocks, fetches, pains, and every modern cycle through the current Marvel Super Heroes set — mapped onto each of the 37 color identities. Choose an identity to raise its recommended base, weigh its odds in the Consistency Lab, or walk the full history of fixing.

Frontier: Marvel Super Heroes (MSH) · Jun 26 2026 20 two-color cycles Triomes + tri-lands Banned: Mana Crypt · Jeweled Lotus

A plain-language walkthrough of fixing — what it is, why some lands beat others, and how to turn that into a base that casts your spells on curve. Switch to Build a base whenever you're ready to apply it to one of the 37 identities.

01

What a mana base is

The engine room. Boring when it works; the reason you lose when it doesn't.

Nearly every spell in Magic costs mana, and most spells demand mana of specific colors — the little colored symbols in the top-right corner of the card. A card that costs needs one blue and one black source available the turn you want to cast it. Your mana base is the set of cards whose job is to produce that mana: your lands, plus the artifacts and effects that make or fetch mana. Everything else in the deck is the payoff; the mana base is what lets the payoff happen.

In Commander, one rule shapes the whole exercise: color identity. Your commander's colors define which colors every card in the deck — including your lands — is allowed to be. An Esper (white/blue/black) commander means your base only ever needs to make those three colors. That's why this Codex is organized by identity rather than by deck: the 37 possible color identities are the 37 different fixing problems you might have to solve.

The core problem, in one sentence: a singleton, 99-card deck can't run four copies of the perfect land, so consistency comes from stacking many different lands that each make the colors you need — enough that the odds work out in your favor.
02

The one tension: tapped vs. untapped

Almost every fixing land is a trade between speed and cost.

A land that enters the battlefield untapped can make mana the moment you play it. A land that enters tapped can't be used until your next turn — you've effectively skipped a beat. One tapped land in an opening hand is rarely a problem; three of them means your turns two, three, and four all run a mana short, and in a format defined by explosive starts, that adds up.

Untapped

Ready immediately. The premium lands find a way to be untapped — by paying a little life, by checking a condition, or simply because they're that good. You pay for the privilege, in life or in money.

Tapped

Enters "asleep" for a turn. Usually cheaper, often carries a small bonus (scry, life, a surveil, a basic type). Fine in small numbers and in slower decks; a tax in fast ones.

Most cycles of lands are just different answers to this trade. When you evaluate a land, the first question is almost always: does this come in ready to use, and what did it cost me to get there?

03

Basic land types & fetchability

Why "Watery Grave is an Island and a Swamp" is a bigger deal than it looks.

A basic land — Plains, Island, Swamp, Mountain, Forest — has a basic land type. Some nonbasic lands also carry those types: a shock land like Watery Grave is literally an Island Swamp, even though it isn't a basic. That single fact unlocks two things.

First, fetch lands can find it. A fetch land sacrifices itself to search your library for a land with a chosen basic type, then puts it onto the battlefield. If your duals carry types, one fetch can grab whichever one you need right now — turning ten different lands into a single flexible slot, and thinning the deck as it goes. Second, check lands ("do you control an Island or a Swamp?") see typed lands as friends and enter untapped alongside them.

Rule of thumb: a dual that carries basic types is worth more than an otherwise-identical dual that doesn't, because fetches and checklands can interact with it. In this Codex, that's the Fetchable tag — and it's a big part of why true duals, shocks, surveil lands, and triomes rank so highly.
04

The tier system

A quick read on "how much does this land cost me to play?"

Every land and rock in the Codex carries a tier. It isn't about power level in the abstract — it's about how painlessly the card does its one job of fixing your mana.

TierMeansExamples
SUntapped with no real cost. The best fixing in the game.True duals, shocks, fetches, triomes, Command Tower, Sol Ring
AUntapped with a light condition or small life cost.Pain lands, fastlands, checklands, pathways, signets, talismans
BReliable, but enters tapped or is narrow.Temples (scry), tri-lands, slow lands, battle lands
CBudget or always-tapped filler — the floor of a base.Gain lands, snow duals, karoo "bounce" lands

You don't need an all-S base to win. Tiers are a drafting order: fill from the top down, take the premium pieces your budget allows, and pad the rest with reliable B/C fixing.

05

The cycle families

Lands come in cycles — one per color pair. Learn the family, and you know all ten members.

Most fixing lands are printed as a cycle: the same design, once for each color combination. You don't have to memorize two hundred land names — you learn what a "shock land" does, and that knowledge applies to all ten of them. The full roster lives in the Cycle catalog tab; here's the shape of each family in plain terms.

Original dual lands S
The oldest and best: untapped, no drawback, and they carry both basic types. Never reprinted, so they're expensive and collectible.
Shock lands S
Enter untapped if you pay 2 life, or tapped for free. Typed and fetchable — the practical premium dual most decks are actually built on.
Fetch lands S
Sacrifice themselves plus 1 life to search out a typed land. They fix, thin your deck, and power up anything that cares about lands entering or hitting the graveyard.
Pain lands A
Always untapped. Free for colorless, or a color for 1 damage to you. No setup, no basic types — brilliant on turn one.
Fastlands & slow lands A / B
Mirror images. Fastlands enter untapped only with few lands (great early); slow lands only with several (great later).
Check lands A
Untapped if you already control a matching basic type — rewarding a base full of typed lands and real basics.
Filter lands A
Spend one mana to filter it into two of the guild's colors. Unmatched for double-colored costs colorless ramp can't help with.
Pathways A
A two-sided card: choose which color it makes as it enters, always untapped — flexible, but only ever one color per copy.
Triomes S
Enter tapped, but make any of three colors, carry all three basic types, and can be cycled away when flooded. The best three-color land ever made.
Taplands: temples, tri-lands, gain lands B / C
The dependable, affordable layer — enter tapped, sometimes with a scry, a point of life, or a third color.
Signets & talismans A (rocks, not lands)
Two-mana artifacts that fix and ramp at once — cheap acceleration that also smooths your colors.
06

How to build a base

Two questions: how many lands, and how many of each color?

How many lands

A typical Commander deck runs 36–38 lands, adjusted for artifact ramp and curve. A low, aggressive curve with lots of two-mana rocks can dip toward 33–34; a top-heavy deck wants 38+ so it keeps hitting land drops. Start around 37 and tune from there.

How many sources of each color

A source is anything that can make a given color — a basic, a dual, a rainbow land, a rock. The goal is enough sources that the color you need is reliably there by the turn you want to cast it. The Consistency Lab in the Build tab runs the exact probability for any source count — these are the rounded rules of thumb, in a 99-card singleton deck:

What you're castingAim for roughlyWhy
A single-pip cost on curve~16–18 sourcesClears ~90% by about turn three
A double-pip cost~20–23 sourcesNeeds two to show up, not one — a steeper ask
A later splash~10–12 sourcesMore turns drawn = more chances to hit
The tension you'll feel: in one color every target is easy. In three, and especially with double pips in more than one color, sources start competing for the same ~37 land slots — exactly what premium duals, triomes, and rainbow lands are for.
07

Sequencing, rocks & ramp

A good base is also about the order you play it in.

Play your tapped lands when they cost you nothing. If you have a tapland and an untapped land and no play to make anyway, lead with the tapland — keep the untapped one for a turn you actually need it.

Mind conditional lands. Fastlands want to come down early; slow lands and checklands want a board already built. A checkland played before you control a matching type wastes its whole point.

Fetch with intent. Grab exactly the color you're short on — and, with a shuffle- or landfall-matters card, at the moment it helps most.

Rocks and ramp

Mana rocks accelerate and fix at once. A near-universal shortlist: Sol Ring everywhere, Arcane Signet and Command Tower in every multicolor deck, then signets and talismans for your specific pairs. In three-plus colors, a Chromatic Lantern or Coalition Relic turns a greedy base honest.

08

How to use the rest of this Codex

Everything above, made interactive.

Build a base — pick one of the 37 identities. It raises the recommended base, sorted from the premium duals down, with production stats and a per-identity sigil. Flip between Gallery and Ledger; the Consistency Lab underneath is the section 06 math, live. Hover any card name anywhere in the Codex for its image.

Cycle catalog — the full roster, tiered and searchable; filter by untapped, tapped, fetchable, or budget, and pin the cycles you rely on. Ages of fixing walks the same data as a history. Flavor mode surfaces the lore behind each cycle.

37 buckets: 1 colorless, 5 mono, 10 guilds, the 5 Strixhaven colleges (flavor-distinct but sharing a guild's mana base), 5 Alara shards, 5 Tarkir clans, 5 four-color identities, and five-color. Select one:

Fixing has its own history. Every cycle below is placed at its debut, from the founding duals of Alpha to the frontier of Marvel Super Heroes — a chronicle of how Magic learned, over thirty years, to let five colors share a battlefield.