Are Mana rocks good?
Are Mana rocks good?
Mana rocks are associated with this format, and for a good reason. There are great ways to sort out the mana base in a deck with two or more colors, and they are a great way to speed up the pace of the slow format. For this reason, it is important to choose the right mana rocks to play in a deck.
Are Mana rocks ramp?
Mana Rocks: The signets are specifically worth mentioning because they allow you to ramp out your commander a full turn earlier (if you happen to have the right colors). At the end of the day, in a 4 color deck, color fixing is just as important as mana ramping.
How many lands should I play?
The basic rule of thumb is that you play 17-18 lands in a 40 card deck, and 24 lands in a 60 card deck. If you are playing more than a couple cards with mana costs of five or higher, increase the number of lands.
How many lands should I play in Commander?
The optimal number of lands is between 38 and 39, with some 4-color lists going to 40 and some mono-colored lists going to 36/37. For multicolored decks, you will want to play as many of the following as possible.
Can you play off color lands in Commander?
No. Lands with basic land types (including basic lands but also things like Stomping Ground) can’t be put in a Commander deck of color identity not corresponding to these basic land types.
Are Fetchlands good in EDH?
They are great in EDH. One notable thing about them is that you can play any fetchland in an EDH deck, even if it’s off color. For example, you can play a Verdant Catacombs in a Simic deck.
Will fetch lands be standard legal?
Final Fetch They might not be in Standard—at least for now—but they’re sought after in almost any format they’re legal in. Be it Modern, Legacy, Commander, or Cube, there are lots of players who are willing to pay a lot of money to have them in their decks.