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By: ArchGenius, Marcus Rehnberg
Sep 16 2009 2:46pm
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How do you do a mana base?

The first question to ask is how many lands should I include.  The simple answer is to look at other formats and use that as a  guidelines for a 100 singleton mana base. 
 
Format Draft (Low Curve) Draft (High Curve) Constructed (Low Curve) Constructed (High Curve) 100 Singleton (Low Curve) 100 Singleton (High Curve)
Lands 16 18 23 27 38 ? 45 ?
Total Deck Size 40 40 60 60 100 100
Percentage 40% 45% 38% 45% 38% 45%
The second question is what lands should I use.  That is infinitely more complex, and much more subjective.  Here are a couple of my personal guidelines.
 
1. Don't play too many comes into play tapped lands.  If you do you could easily be locked down by a Dwarven Miner, Plow Under, Venser, Capsize, etc.
2. Play at least 10 basic lands in order to at least have a chance against nonbasic land hate such as Blood Moon, Anathemancer, Natural Order etc.
3. Play 2 to 4 Man-Lands such as Mishra's Factory and Treetop Village.
4. Wasteland is mandatory.  Many games are won and lost due to an early Wasteland.
5. Green Decks should play Birds of Paradise and land search cards such as Wood Elves, Farseek, etc.
6. Heavy white decks should play Tithe and/or Weathered Wayfarer
7. Blue decks should play Trinket Mage and 1-2 artifact lands.
8. Heave Red decks should pack some land disruption in the maindeck or sideboard such as Magus of the Moon Blood Moon Dwarven Miner Ruination.
9. Black decks should play Volrath's Stronghold.  It is one of the more back-breaking cards in the format.
10. Any 3, 4, or 5 color deck should be playing Coalition Relic.
11. Any 2 color deck that isn't red should at least play its signet to avoid Blood Moon effects.
12. Play 1-4 Ravinica Bounce lands.  They're risky but they also have great rewards of stretching out your mana.
 
Here are the top lands you should consider for a 100 singleton deck.
 
Tier 1 - 2 Color - Nonbasic Lands
White/Blue Blue/Black Black/Red Red/Green Green/White
Flooded Strand Polluted Delta Bloodstained Mire Wooded Foothills Windswept Heath
Flooded Strand Polluted Delta Bloodstained Mire Wooded Foothills Windswept Heath
They're not just duals, they can search out any kind of land when combined with "dual land type" duals. Watch out for Bind type effects and 
Tundra Underground Sea Badlands Taiga Savannah
Tundra Underground Sea Badlands Taiga Savannah
These are the most expensive dual lands for a reason, they are really good.
Hallowed Fountain Watery Grave Blood Crypt Stomping Ground Temple Garden
Hallowed Fountain Watery Grave Blood Crypt Stomping Ground Temple Garden
While not as good as the original duals, they can still be searched for via landtype-cycling, Farseek, Wood Elves, Nature's Lore, Tithe, etc.
Azorius Chancery Dimir Aqueduct Rakdos Carnarium Gruul Turf Selesnya Sanctuary
Azorius Chancery Dimir Aqueduct Rakdos Carnarium Gruul Turf Selesnya Sanctuary
These lands are high risk / high reward. They come into play tapped, so they're slow and vulnerable to bounce/land destruction, but they also fix mana and count as two lands in one. I usually like to have 3-4 in a deck.
Mystic Gate Sunken Ruins Graven Cairns Fire-Lit Thicket Wooded Bastion
Mystic Gate Sunken Ruins Graven Cairns Fire-Lit Thicket Wooded Bastion
These are better than duals in a two color deck. Otherwise, they are still very useful.
Skycloud Expanse Darkwater Catacombs Shadowblood Ridge Mossfire Valley Sungrass Prairie
Skycloud Expanse Darkwater Catacombs Shadowblood Ridge Mossfire Valley Sungrass Prairie
These duals have the best cost/value ratio of any rare dual land. They are cheap and not too shabby.
Glacial Fortress Drowned Catacomb Dragonskull Summit Rootbound Crag Sunpetal Grove
Glacial Fortress Drowned Catacomb Dragonskull Summit Rootbound Crag Sunpetal Grove
Must have in any deck playing both colors. They have a medium sized price tag, and they are really nice.
  River of Tears Auntie's Hovel Grove of the Burnwillows Horizon Canopy
  River of Tears Auntie's Hovel Grove of the Burnwillows Horizon Canopy
  Secluded Glen   Skarrg, the Rage Pits Krosan Verge
  Secluded Glen   Skarrg, the Rage Pits Krosan Verge
        Nantuko Monastery
        Nantuko Monastery
        Vitu-Ghazi, the City-Tree
        Vitu-Ghazi, the City-Tree
Enemy Color Duals
White/Black Black/Green Green/Blue Blue/Red Red/White
Scrubland Bayou Tropical Island Volcanic Island Plateau
Scrubland Bayou Tropical Island Volcanic Island Plateau
I know they're not out yet, but when they come up, they'll be staples.
Orzhov Basilica Golgari Rot Farm Simic Growth Chamber Izzet Boilerworks Boros Garrison
Orzhov Basilica Golgari Rot Farm Simic Growth Chamber Izzet Boilerworks Boros Garrison
Great Cheap Common duals are hard to find. They are especially good with Winter Orb, Garruk and Armageddon type decks.
 
Fetid Heath Twilight Mire Flooded Grove Cascade Bluffs Rugged Prairie
Fetid Heath Twilight Mire Flooded Grove Cascade Bluffs Rugged Prairie
Godless Shrine Overgrown Tomb Breeding Pool Steam Vents Sacred Foundry
Godless Shrine Overgrown Tomb Breeding Pool Steam Vents Sacred Foundry
Caves of Koilos Llanowar Wastes Yavimaya Coast Shivan Reef Battlefield Forge
Caves of Koilos Llanowar Wastes Yavimaya Coast Shivan Reef Battlefield Forge
I don't really like the pain lands, but there are fewer options in enemy colors and these make the cut.
Tier 1 - Multi-Color - Nonbasic Lands
Vivid Meadow Vivid Creek Vivid Marsh Vivid Crag Vivid Grove
Vivid Meadow Vivid Creek Vivid Marsh Vivid Crag Vivid Grove
Don't play too many "enters the battlefield tapped" lands, but a couple of these go a long way.
Seaside Citadel Arcane Sanctum Crumbling Necropolis Savage Lands Jungle Shrine
Seaside Citadel Arcane Sanctum Crumbling Necropolis Savage Lands Jungle Shrine
Between these and Vivids, you can pick your lands to suit your needs. Once again, don't play too many tapped lands. (more than 5-6)
Reflecting Pool Undiscovered Paradise Ancient Ziggurat Exotic Orchard Rupture Spire
Reflecting Pool Undiscovered Paradise Ancient Ziggurat Exotic Orchard Rupture Spire
Terramorphic Expanse City of Brass Mirrodin's Core Grand Coliseum Primal Beyond
Terramorphic Expanse City of Brass Mirrodin's Core Grand Coliseum Primal Beyond
Tendo Ice Bridge Gemstone Mine Murmuring Bosk Pillar of the Paruns Thawing Glaciers
Tendo Ice Bridge Gemstone Mine Murmuring Bosk Pillar of the Paruns Thawing Glaciers
Bad River Flood Plain Grasslands Mountain Valley Rocky Tar Pit
Bad River Flood Plain Grasslands Mountain Valley Rocky Tar Pit
Very good if you have the expensive lands to search for. Otherwise you might be better off with the Alara Tri-lands or Vivid Lands. (Depends on deck, 0-5)
Tier 1 - Man-Lands - Nonbasic Lands
Treetop Village Mishra's Factory Mutavault Faerie Conclave Blinkmoth Nexus
Treetop Village Mishra's Factory Mutavault Faerie Conclave Blinkmoth Nexus
Man-lands are very important for smoothing land draws. Which ones you use will depend on your colors, collection, and preferences, but make sure to add a few (2-4)
Wasteland
Wasteland
Wasteland
Many games are won because of Wasteland turning an opponent's otherwise good hand into trash. Wasteland is perhaps the only essential land in the format.
Volrath's Stronghold
Volrath's Stronghold Shriekmaw Avalanche Riders Fulminator Mage Angel of Despair
Volrath's Stronghold Shriekmaw Avalanche Riders Fulminator Mage Angel of Despair
The ability to recycle creatures is very strong, especially with Shriekmaw and Avalanche Riders. This is one of the reasons land destruction and graveyard removal are important parts of the format.
Artifact Lands
Trinket Mage Tezzeret the Seeker Ancient Den Seat of the Synod Vault of Whispers Great Furnace Tree of Tales Darksteel Citadel
Trinket Mage Tezzeret the Seeker Ancient Den Seat of the Synod (Vault of Whipers) Great Furnace Tree of Tales Darksteel Citadel
There aren't enough usable artifact lands to reliably run Affinity type cards, but including artifact lands makes artifact searching cards infinitely more useful.
Tolaria West
Tolaria West Slaughter Pact Pact of Negation Zuran Orb Engineered Explosives
Tolaria West Slaughter Pact Pact of Negation Zuran Orb Engineered Explosives
Tolaria West is a great search card in that it can find any land, a counterspell, a removal spell, life gain, and one of the only ways for blue and black to deal with enchantments and artifacts.
Academy Ruins
Academy Ruins MindSlaver Engineered Explosives Vedalken Shackles Pyrite Spellbomb
Academy Ruins MindSlaver Engineered Explosives Vedalken Shackles Pyrite Spellbomb
Academy Ruins is a win condition with enough mana. It can also bring back artifacts to control the game or win the game at will. Also can be fetched with Tolaria West. This is the other reason graveyard removal and land destruction are necessary in 100 singleton.
Contested Cliffs
Contested Cliffs Spellbreaker Behemoth Spiritmonger Arc-Slogger Chameleon Colossus
Contested Cliffs Spellbreaker Behemoth Spiritmonger Arc-Slogger Chameleon Colossus
There are lots of really good beasts, and this turns every one into a removal spell. Enough said.
Unholy Grotto
Unholy Grotto Nameless Inversion Fleshbag Marauder Tidehollow Sculler Lord of the Undead
Unholy Grotto Nameless Inversion Fleshbag Marauder Tidehollow Sculler Lord of the Undead
While not quite as broken as Volrath's Stronghold, it does provide a recurring supply of creature removal and hand disruption. If you deck is built for it.
Flagstones
Flagstones of Trokair Darksteel Citadel Armageddon Sylvan Safekeeper Ranger of Eos
Flagstones of Trokair Darksteel Citadel Armageddon Sylvan Safekeeper Ranger of Eos
Most people know that Flagstones and the Citadel combo well with Armageddon. Fewer people know Flagstones get a free use from Sylvan Safekeeper which is a valuable search target for Ranger of Eos.
Red Damage Lands
Keldon Necropolis Barbarian Ring Keldon Megaliths Ghitu Encampment Blinkmoth Nexus
Keldon Necropolis Barbarian Ring Keldon Megaliths Ghitu Encampment Blinkmoth Nexus
If you're playing a mostly red based deck, the Keldon lands and the Barbarian Ring will help you deal those last few pieces of damage. Also you may consider adding some manlands.
Re - Cycling Lands
Weathered Wayfarer Knight of the Reliquary Secluded Steppe Scroll Rack Tilling Treefolk
Weathered Wayfarer Knight of the Reliquary Secluded Steppe Scroll Rack Tilling Treefolk
Entering the battlefield tapped is a serious drawback, however smoothing land draws and searching for lands can make cycling lands worthwhile, even if you can't break them with Life from the Loam anymore.

 

So, let's get back to building our U/G snake deck.

Basically I used this deck as a starting point in my last article to show how to create a deck from a concept and filling it out with the "best cards" of our appropriate colors. In this case the concept was "snake tokens" and opposition.  I must caution that you shouldn't just mix the most popular cards together into a deck. 

You need to pay attention to what you're trying to accomplish and try not to dilute your focus.  For instance Natural Order is a great card for a reanimator deck that is base green, because it can summon a Hellkite Overlord or a Woodfall Primus out of nowhere.  In this deck, it can't pull much out. Sure, I could add a Simic Sky Swallower to the deck so Natural Order would have a decent large target threat, but then what happens when we draw the Sky Swallower and don't have the mana to cast it.  By adding Natural Order we end up changing this deck from a U/G tokens deck to a U/G ramp deck.  Not that there is anything wrong with a ramp deck.  The problem is that if we try to have a deck that focuses on tokens and ramping up to a large threat, we're not going to do well at either task. 

So, now we need lands for our deck.  Using my guidelines, here are the lands I would start with.

Tapped Lands Duals Utility Forests Islands
Simic Growth Chamber Flooded Grove Wasteland Forest Island
Simic Growth Chamber Flooded Grove Wasteland Forest Island
Selesnya Sanctuary Breeding Pool Academy Ruins x 10 x 10
Selesnya Sanctuary Breeding Pool Academy Ruins    
Treetop Village Yavimaya Coast Mishra's Factory    
Treetop Village Yavimaya Coast Mishra's Factory    
Faerie Conclave Flooded Strand Mutavault    
Faerie Conclave Flooded Strand Mutavault    
Tolaria West Polluted Delta Tree of Tales    
Tolaria West Polluted Delta Tree of Tales    
Seaside Citadel Windswept Heath Darksteel Citadel    
Seaside Citadel Windswept Heath Darksteel Citadel    
Terramorphic Expanse Wooded Foothills      
Terramorphic Expanse Wooded Foothills      
  Undiscovered Paradise      
  Undiscovered Paradise      
  Mirrodin's Core      
  Mirrodin's Core      

 

Now, is this deck any good?  Probably not.  I've tested it a bit, and I've had a little bit of success. The deck needs a few more Naturalizes on a stick, such as Wickerbough Elder and Nantuko Vigilante. Also it really needs a few cards I don't really want to buy right now, ie. Force of Will, Engineered Explosives, (Mystic Tutor).  I've also discovered that a white splash may be needed in order to find Opposition easier.  Enlightened Tutor and Idyllic Tutor could be really helpful. 

But, this article is about mana bases, so I want to stick to mana bases. 

So, let's look at the mana bases of the some champion decks.  Here is the first decklist.

so many trolls - Reanimator
100 Card Singleton Event #520017 on 08/23/2009 - 1st place
Creatures
1 Angel of Despair
1 Anger
1 Avalanche Riders
1 Body Double
1 Bogardan Hellkite
1 Bonded Fetch
1 Chartooth Cougar
1 Empyrial Archangel
1 Eternal Dragon
1 Firemane Angel
1 Flametongue Kavu
1 Fulminator Mage
1 Igneous Pouncer
1 Ingot Chewer
1 Keiga, the Tide Star
1 Kokusho, the Evening Star
1 Magus of the Bazaar
1 Merfolk Looter
1 Mulldrifter
1 Murderous Redcap
1 Nekrataal
1 Psychatog
1 Sedris, the Traitor King
1 Shriekmaw
1 Thought Courier
1 Thraximundar
1 Twisted Abomination
1 Venser, Shaper Savant
1 Visara the Dreadful
29 cards

Other Spells
1 Thunder Dragon
1 Animate Dead
1 Brainstorm
1 Buried Alive
1 Careful Consideration
1 Careful Study
1 Compulsive Research
1 Damnation
1 Deep Analysis
1 Diabolic Intent
1 Dread Return
1 Entomb
1 Fact or Fiction
1 Ideas Unbound
1 Insidious Dreams
1 Lightning Axe
1 Liliana Vess
1 Living Death
1 Makeshift Mannequin
1 Mortify
1 Mystical Teachings
1 Mystical Tutor
1 Necromancy
1 Oblivion Ring
1 Path to Exile
1 Ponder
1 Read the Runes
1 Reanimate
1 Sensei's Divining Top
1 Stitch Together
1 Swords to Plowshares
1 Tainted Pact
1 Thirst for Knowledge
1 Twilight's Call
1 Vindicate
34 cards
 
Lands
1 Arcane Sanctum
1 Badlands
1 Blood Crypt
1 Bloodstained Mire
1 Cephalid Coliseum
1 Crumbling Necropolis
1 Dakmor Salvage
1 Dimir Aqueduct
1 Dragonskull Summit
1 Drowned Catacomb
1 Flooded Strand
1 Glacial Fortress
1 Godless Shrine
1 Graven Cairns
1 Hallowed Fountain
1 Island
1 Minamo, School at Water's Edge
1 Miren, the Moaning Well
1 Mystic Gate
1 Oboro, Palace in the Clouds
1 Polluted Delta
1 Reflecting Pool
1 River of Tears
1 Sacred Foundry
1 Shizo, Death's Storehouse
1 Steam Vents
1 Sunken Ruins
1 Swamp
1 Tundra
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Volrath's Stronghold
1 Wasteland
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
36 cards

Sedris, the Traitor King

 

Bounce Land Dimir Aqueduct
Dual Land Badlands
Blood Crypt
Dragonskull Summit
River of Tears
Drowned Catacomb
Underground Sea
Watery Grave
Steam Vents
Godless Shrine
Sacred Foundry
Glacial Fortress
Hallowed Fountain
Tundra
Filter Land Graven Cairns
Sunken Ruins
Mystic Gate
Multi Color Land Reflecting Pool
Crumbling Necropolis
Arcane Sanctum
Search Land Windswept Heath
Bloodstained Mire
Flooded Strand
Polluted Delta
Wooded Foothills
Utility Land Minamo, School at Water's Edge
Dakmor Salvage
Shizo, Death's Storehouse
Urborg, Tomb of Yawgmoth
Cephalid Coliseum
Oboro, Palace in the Clouds
Miren, the Moaning Well
Volrath's Stronghold
Wasteland

Analysis - Wasteland and Volrath's Stronghold are obvious inclusions in most decks. There are only 4 lands that come into play tapped all the time.  That's pretty good.  Also, this deck uses mostly search lands, filter lands and duals to get the mana it needs.  It has only 2 basic lands, which means Anathemancer can be painful to this deck, however, it's using Tainted Pact so it doesn't want duplicates of lands.  With Tainted Pact you want no more than 2 of each basic land (normal and snow-covered versions).

 

Now, here's a U/G decklist that is very similar to the Snake deck I've suggested earlier.  It's mana base is geared towards basic lands because U/G typically has problems with Dwarven Miners and it wants to utilize Primal Order against the right decks.

Lundstrom - 1st Place
100 Card Singleton Event #425363 on 06/20/2009
Creatures
1 Drift of Phantasms
1 Duplicant
1 Eternal Witness
1 Fyndhorn Elves
1 Genesis
1 Indrik Stomphowler
1 Kira, Great Glass-Spinner
1 Kitchen Finks
1 Llanowar Elves
1 Lorescale Coatl
1 Man-o'-War
1 Meloku the Clouded Mirror
1 Mire Boa
1 Mulldrifter
1 Noble Hierarch
1 Patagia Viper
1 Phantom Centaur
1 Ravenous Baloth
1 River Boa
1 Sakura-Tribe Elder
1 Tarmogoyf
1 Trinket Mage
1 Troll Ascetic
1 Vedalken Heretic
1 Vendilion Clique
1 Venser, Shaper Savant
1 Vesuvan Shapeshifter
1 Vinelasher Kudzu
1 Wall of Roots
1 Wickerbough Elder
1 Wild Mongrel
31 cards

Other Spells
1 Æther Spellbomb
1 Brainstorm
1 Bribery
1 Call of the Herd
1 Compulsive Research
1 Counterspell
1 Cryptic Command
1 Cursed Scroll
1 Daze
1 Deep Analysis
1 Engineered Explosives
1 Fact or Fiction
1 Force of Will
1 Garruk Wildspeaker
1 Grizzly Fate
1 Impulse
1 Jace Beleren
1 Krosan Grip
1 Mana Leak
1 Mystical Tutor
1 Negate
1 Pact of Negation
1 Phyrexian Furnace
1 Primal Command
1 Psionic Blast
1 Remand
1 Sensei's Divining Top
1 Sword of Fire and Ice
1 Sylvan Scrying
1 Thirst for Knowledge
1 Upheaval
1 Worldly Tutor
30 cards
 
Lands
1 Breeding Pool
1 Flood Plain
1 Flooded Grove
1 Flooded Strand
9 Forest
1 Grasslands
9 Island
1 Llanowar Reborn
1 Miren, the Moaning Well
1 Mountain Valley
1 Pendelhaven
1 Polluted Delta
1 Simic Growth Chamber
1 Terramorphic Expanse
1 Tolaria West
1 Tree of Tales
1 Treetop Village
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
1 Yavimaya Coast
37 cards

Venser, Shaper Savant

 

Tree of Tales Artifact Land
Forest Basic Land x 9
Island Basic Land x 9
Breeding Pool Dual Land
Flooded Grove
Simic Growth Chamber
Yavimaya Coast
Treetop Village Man Land
Flood Plain Search Land
Flooded Strand
Grasslands
Mountain Valley
Polluted Delta
Terramorphic Expanse
Windswept Heath
Wooded Foothills
Llanowar Reborn Utility Land
Miren, the Moaning Well
Pendelhaven
Tolaria West
Wasteland

Analysis - This deck wants to maximize the number of basic lands it can put into play.  To this end, it has 8 search lands.  Search lands also help a lot when you have a Sensei's Divining Top out.  In green/blue we don't have access to Volrath's Stronghold, but we have Pendelhaven Tolaria West and Wasteland as the powerful utility lands in the deck.  I'm actually surprised not to see Academy Ruins in this deck, but I'm guessing the need to have basic lands might outweigh the benefit to getting back broken artifacts.

Conclusions - All dual lands are not made equally.  Although there are a whole lot of lands out there, most of the good decks seem to use the same cycles of duals and a small list of utility lands.   Below is the frequency list of the nonbasic lands that appeared in the top 8 decklists from the first 7 100 singleton premier events.   

Land
Wooded Foothills 47
Windswept Heath 44
Flooded Strand 42
Wasteland 42
Bloodstained Mire 35
Polluted Delta 32
Treetop Village 31
Reflecting Pool 30
Mishra's Factory 30
Savannah 28
Temple Garden 26
Pendelhaven 25
Mutavault 23
Terramorphic Expanse 21
Breeding Pool 21
Underground Sea 20
Sacred Foundry 19
Tolaria West 19
Taiga 18
Stomping Ground 18
Watery Grave 18
Flagstones of Trokair 18
Steam Vents 18
Wooded Bastion 17
Tundra 17
Hallowed Fountain 17
Volrath's Stronghold 16
Flooded Grove 16
Jungle Shrine 15
Grasslands 15
Krosan Verge 13
Badlands 13
Horizon Canopy 13
Selesnya Sanctuary 13
Overgrown Tomb 13
Godless Shrine 12
Crumbling Necropolis 12
City of Brass 12
Brushland 11
Vivid Grove 11
Mystic Gate 11
Sungrass Prairie 11
Vivid Meadow 11
Blood Crypt 11
Academy Ruins 11
Vault of Whispers 10
Seaside Citadel 10
Mountain Valley 10
Seat of the Synod 10
Simic Growth Chamber 10
Murmuring Bosk 10
Sunken Ruins 10
Blinkmoth Nexus 9
Vivid Creek 9
Karplusan Forest 9
Vivid Crag 9
Arcane Sanctum 9
Dimir Aqueduct 9
Fire-Lit Thicket 9
Azorius Chancery 8
Thawing Glaciers 8
Tree of Tales 7
Battlefield Forge 7
Cascade Bluffs 7
Yavimaya Coast 7
Graven Cairns 7
Exotic Orchard 7
Ghitu Encampment 7
Keldon Megaliths 7
Flood Plain 6
Great Furnace 6
Llanowar Reborn 6
Barbarian Ring 6
Ancient Den 6
Ancient Ziggurat 6
Vivid Marsh 6
Mikokoro, Center of the Sea 5
Izzet Boilerworks 5
Urza's Factory 5
Cephalid Coliseum 5
River of Tears 5
Boros Garrison 5
Adarkar Wastes 5
Mossfire Valley 5
Tranquil Thicket 5
Nimbus Maze 5
Rugged Prairie 5
Miren, the Moaning Well 4
Gruul Turf 4
Lonely Sandbar 4
Twilight Mire 4
Faerie Conclave 4
Gilt-Leaf Palace 4
Sapseep Forest 4
Savage Lands 4
Urborg, Tomb of Yawgmoth 4
Grove of the Burnwillows 4
Ancient Tomb 4
Forgotten Cave 4
Vitu-Ghazi, the City-Tree 4
Golgari Rot Farm 3
Underground River 3
Secluded Steppe 3
Dreadship Reef 3
Skycloud Expanse 3
Darksteel Citadel 3
Rakdos Carnarium 3
Gemstone Mine 3
Minamo, School at Water's Edge 3
Calciform Pools 3
Temple of the False God 3
Llanowar Wastes 3
Shizo, Death's Storehouse 2
Rith's Grove 2
Naya Panorama 2
Rocky Tar Pit 2
Mirrodin's Core 2
Secluded Glen 2
Tendo Ice Bridge 2
Bant Panorama 2
Fetid Heath 2
Elfhame Palace 2
Grand Coliseum 2
Shivan Oasis 2
Shivan Reef 2
Undiscovered Paradise 2
Nantuko Monastery 2
Orzhov Basilica 2
Centaur Garden 1
Forbidding Watchtower 1
Contested Cliffs 1
Okina, Temple to the Grandfathers 1
Keldon Necropolis 1
Rootbound Crag 1
Glimmervoid 1
Ruins of Trokair 1
Oboro, Palace in the Clouds 1
Crystal Vein 1
Dakmor Salvage 1
Shinka, the Bloodsoaked Keep 1
Grixis Panorama 1
Caves of Koilos 1
Arctic Flats 1
Skarrg, the Rage Pits 1
Bad River 1
Havenwood Battleground 1
Ancient Spring 1
Stalking Stones 1
Vesuva 1
Highland Weald 1
Drowned Catacomb 1
Sulfurous Springs 1
Sunpetal Grove 1
Desert 1
Cabal Coffers 1
Zoetic Cavern 1

Well, thanks for reading.  Hopefully this article has helped peak your interest in 100 singleton. 

- Marcus, Shuyin Knight of Zanarkand on Magic Online.

 

13 Comments

bugged by rainin6 at Wed, 09/16/2009 - 15:17
rainin6's picture
5

good article. im enjoying 100cs at the moment. as a sidenote, i think River of Tears is not functioning properly. i was recently playing some 2-man queues and River of Tears was NOT tapping for ANY mana during my opponent's turn. I e-mailed MTGO and hopefully brought it to their attention.

I noticed that bug the other by ArchGenius at Wed, 09/16/2009 - 15:20
ArchGenius's picture

I noticed that bug the other day as well. Hopefully they will get if fixed soon.

A few post-submission comments by ArchGenius at Wed, 09/16/2009 - 15:18
ArchGenius's picture

Note: This was written and submitted right before Master's Edition 3 was released. So, yes, I know the Scrubland, Bayou, etc are all now online, and yes they are staples of the format.

Also Karakas and Bazaar of Baghdad are staple broken lands in the format.

Karakas protects your legends as well as makes your opponent's legendary much less scary. I expect it to see a lot of play with Vendillon Clique, Venser, and possibly Mangara of Corondor....

Bazaar of Baghdad just gives reanimator another really powerful weapon, as well as Dredge based strategies and it gives Squee a nice reason to show up

I just bought one Karakas and by Lord Erman at Wed, 09/16/2009 - 15:41
Lord Erman's picture
5

I just bought one Karakas and I can tell you that it is an insane land. Opposing legendary creatures lose all their value while you have it on table whereas it takes two instant speed removals for the opponent to remove yours. Simply amazing.

LE

Nice Article by Zimbardo at Wed, 09/16/2009 - 21:42
Zimbardo's picture
4

Thanks for these guidelines for building a mana base in 100CS.

It's expensive to accumulate one of each good land for this format. The cards you've listed add up to something like $400 by my count, and pretty soon you can add $50(?) for the Zendikar fetches.

Still, I think this format is easier to break into than most. As an example, you can get a mana base for green/white decks for about $50, which isn't so awful, depending on your budget. Compare that with tournament decks' mana in other non-pauper formats.

I'm glad you listed the fetch lands first, because I think those are the first ones anybody should buy to get started with Singleton. If you get a few of those and just a couple of dual lands (or Ravnica duals to save cash) in your favorite colors, you can get a ton of mileage out of those few cards. You especially get a lot of use out of green duals, because they can also be searched out using Nature's Lore, Three Visits, Yavimaya Druid, Krosan Verge, etc. That's better value than something like a filter land or an M2010 dual that you only get to use when you draw it out of your 100 cards. Also, it should be stated that fetches are an important means of shuffling your deck when using Sensei's Divining Top or Sylvan Library.

Budget Considerations by ArchGenius at Wed, 09/16/2009 - 22:16
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If budget is really an issue I wouldn't try a deck with more than 3 colors. Obviously 1 color and 2 color decks are going to be a lot cheaper than the multi-color monstrousities that many players are running.

Monored decks are the cheapest and they can really hate out the expensive duals with Blood Moon effects, and Miners.

The duals and cards are ordered so that you can go down the list and pick out the land for a 2 color deck relatively easily.

I started out making 2 color decks and as I got more cards I now try for 3 color decks. However I still don't have the collection for much of a solid mana base beyond 3 colors.

How many lands? by Zimbardo at Wed, 09/16/2009 - 21:50
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One thing I would be interested in hearing more about is figuring out how many lands to include. I think it's particularly hard to gauge the right number in this format, because it takes more games of play testing to develop a feel for it for a given deck. Even when you get manascrewed a few times, you have to wonder if it's just the inherent randomness of the larger deck size giving you a bad run.

Does it seem like people go just a bit thinner on lands in this format than in other formats? I don't recall seeing 43-45 lands in any 100CS decks, even though that percentage has shown up in 60 card decks from time to time. The format isn't as fast as some others, so does it make sense for decks to be a tad thinner to avoid drawing more dead lands than your opponent in the late game?

It should be noted that a lot by ArchGenius at Wed, 09/16/2009 - 22:07
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It should be noted that a lot of decks do run a bit lighter on mana because of cards like Ponder, Brainstorm, Chrome Mox, Tithe, Aether Vial, and Weathered Wayfarer, which can usually thin your lands a bit.

Honestly I think a lot of the decks out there don't run enough land. However that's just my opinion, based on how many lands you need to have to not miss the first 4 lands drops...

Interesting Article. A lot of by Paul Leicht at Wed, 09/16/2009 - 22:24
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Interesting Article. A lot of 100s articles have hyped particular builds or combos but yours seems more in the direction that the format needs: IE: tech101. In particular I like your land analysis which while it might not be 100% seems pretty dead on to me. I posted my own take on 100s a few days ago that should show up in a week or a month on here but I don't go into any of that instead focusing on my rather dismal start in the current ongoing mymtgo tourney and with some indirect advice for beginners like myself. (Not that I am a beginner player or even really new to the singleton idea but when starting a new format it is best to just assume you know nothing or very little and go from there.)

One thing I note there is that the singleton card pool is extremely expensive unless you just happen to be a 7 year vet with many fine cards under your belt. Even though my nonbeta account is well over 4 years old and has a respectable size it doesn't really have the cards to field a good 100cs deck. I can field a mediocre deck that manage wins through sheer luck, determination, some bad luck/play on my ops part and perhaps good play on mine. This is against decks that have the cards you list above. Against other mediocre collections mine stands up well. Any thoughts on that?

One thing I take exception to however is the stated need for a maindeck Wasteland (which I don't own). As I understand it the popular and winning monored builds run very few nonbasics and none are threats worth a wasted land drop (except maybe a wastelands) and the same goes for whiteweenie and mbc.

On Budget Decks and Wasteland by ArchGenius at Thu, 09/17/2009 - 09:23
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Classic is extremely expensive because it can use some of the most expensive cards in existence. 100 singleton uses all the cards that classic does and even has a larger deck size. You can't reasonably assume that the best decks are going to cheap.

The good news is that once you've constructed a 100 singleton deck, you can keep playing it without the need to change it too much once a new set comes out. It's a big up-front cost, but a small cost to continue playing.

Having said this, there are some ways to cut down on the cost of building a deck. In fact, you mentioned them in the last part of your reply. Mono-red, White-Weenie, and Mono-black are basically the cheapest competitive/ semi-competitive decks out there.

If you're going to go cheap, go mono-colored, or one color with a splash of a second color.

I don't use the term must-include lightly when it comes to Wasteland. Even against the decks you mentioned Wasteland has decent targets. White-Weenie has Karakas and Kjeldoran Outpost. Mono-black has Volrath's Stronghold and Cabal Coffers, and Mono-Red has Mishra's Factory, Mutavault, the Keldon lands, and possibly the Ravnica Bouncelands. Even in the worst case, Wasteland is still a colorless source of mana. I would even consider playing Ghost Quarter in some instances simply because of how strong some of the lands are in this format.

I've won or lost more games due to Wasteland than any other card. When I am playing I specifically try to play around it. Play out the basic lands first, then the Fetchlands then the other lands. If I have a comes into play tapped land, I can usually expect that it'll be wastelanded before I can use it. It is usually the first land I find with Weathered Wayfarer and it often functions like a colorless timewalk.

Even if Wasteland is only mediocre against 1 of the 8 top decks out there, I'd still make it the first nonbasic land that goes into my deck, and it would be the last nonbasic land that I would cut.

gargolye castle by whiffy at Thu, 09/17/2009 - 08:44
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is a man land i use in my midrabge naya deck

One minor Land you missed for by platipus10 at Thu, 09/17/2009 - 11:26
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5

One minor Land you missed for your UG land base you constructed: Blood Stained Mire

Even prior to ME3 this was a good source of UG mana by including an Underground Sea and a Taiga. It just depends if you want to run those 2 nonbasics over 2 basics for the chance at an extra UG source. So it wasn't necessarily always correct, but it was often overlooked by people even though I know a few who used that strategy.

Yes, that is definitely worth by ArchGenius at Thu, 09/17/2009 - 12:22
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Yes, that is definitely worth mentioning. But as you said it's not cut a dry whether including them is really worth it when it increases your suceptibility to nonbasic land hate.

I personally think that UG has too much of a problem dealing with Miners and Magus of the Moon to really want to up your nonbasic land count that much. Also if you draw the Underground Sea and Taiga before popping the Mire, you've just created a dead card for yourself. Granted that is a rare possibility, but it's still an added risk.

If the deck had a more creature stealing focus, then adding red mana makes a bit more sense, because stealing a miner could be quite good. In other words a blue deck with; Old Man of the Sea, Threads of Disloyalty, Vedalken Shackles, Sower of Temptation, etc...

Also if you don't already have those duals, it can add a significant cost to the deck that is probably not worth it for 1 more fetchland.