Lands and Mana Bases

The cards that pay for everything else — and how to pick them.

Lands are the engine of every deck: you usually play one per turn, and they tap for the mana that casts your spells. A deck's collection of lands is its mana base.

Kinds of land

Basics
Plains, Island, Swamp, Mountain, Forest — the only cards you may run in any number.
Duals & taplands
Lands that make more than one color, often entering tapped as a trade-off.
Fetch lands
Sacrifice to search your library for a land, fixing colors and thinning the deck.
Utility lands
Lands that do something extra: draw a card, make a creature, or sacrifice for value.

A rough rule of thumb is about 17 lands in a 40-card limited deck and 24 in a 60-card constructed one, adjusted for your curve.

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Example cards

Barkchannel Pathway // Tidechannel Pathway Blightstep Pathway // Searstep Pathway Darkbore Pathway // Slitherbore Pathway Hengegate Pathway // Mistgate Pathway Barkchannel Pathway // Tidechannel Pathway Blightstep Pathway // Searstep Pathway Darkbore Pathway // Slitherbore Pathway Hengegate Pathway // Mistgate Pathway