Color-identity index
Commander mana bases by color identity
Pick your identity — mono-color, guild, shard, wedge, four-color, or five-color — and land on a mana base guide tuned to that spread. Each page lists popular commanders, recommended lands, and pre-tuned builds at $50 / $100 / $250 / $500.
Mono-color
One-color decks — simplest mana bases, deepest utility slots.
Mono-White
Mono-white Commander decks lean on soldiers, tokens, taxes, and a wide array of enchantment-based value.
Mono-Blue
Mono-blue Commander decks control the board with counterspells, card draw, and one big evasive threat.
Mono-Black
Mono-black Commander decks pay life for value, kill creatures, and recycle threats out of the graveyard.
Mono-Red
Mono-red Commander decks race — dragons, goblins, direct damage, or artifact-fueled combos.
Mono-Green
Mono-green Commander decks ramp, elves, hydras, and land-matters payoffs.
Two-color (guilds)
The ten Ravnica guilds — the sweet spot for EDH manabase design.
Azorius
Azorius (W/U) Commander decks control the game with counters, wraths, and finishers like Vega, the Watcher.
Dimir
Dimir (U/B) Commander decks steal, mill, and ninjutsu their way to a slow, inevitable win.
Rakdos
Rakdos (B/R) Commander decks sacrifice, burn, and reanimate the biggest threats they can find.
Gruul
Gruul (R/G) Commander decks smash: giant creatures, land destruction, and haste.
Selesnya
Selesnya (W/G) Commander decks go wide with tokens, life gain, and enchantment value.
Orzhov
Orzhov (W/B) Commander decks drain, taxes, and reanimate their way to grinding victories.
Izzet
Izzet (U/R) Commander decks sling instants, counter spells, and combo off with storm.
Golgari
Golgari (B/G) Commander decks grind through the graveyard and recur value forever.
Boros
Boros (W/R) Commander decks combat-trick, equipment, and Voltron the commander into a win.
Simic
Simic (U/G) Commander decks ramp into big creatures, draw cards, and grow +1/+1 counters.
Three-color (shards & wedges)
Shards (allied) and wedges (enemy) — where triomes shine.
Esper
Esper (W/U/B) Commander decks control the game with removal, counters, and life gain.
Grixis
Grixis (U/B/R) Commander decks combo, reanimate, and steal opponents' creatures.
Jund
Jund (B/R/G) Commander decks sacrifice, discard, and grind incremental value.
Naya
Naya (R/G/W) Commander decks ramp into fatties and swing hard.
Bant
Bant (G/W/U) Commander decks ramp, protect, and control while assembling a value engine.
Mardu
Mardu (R/W/B) Commander decks combine aggressive early plays with reanimator tricks.
Temur
Temur (G/U/R) Commander decks ramp into big spells, draw cards, and combo off with Riku or Yidris.
Sultai
Sultai (U/B/G) Commander decks reanimate, mill, and grind graveyards for value.
Abzan
Abzan (W/B/G) Commander decks combine reanimator, +1/+1 counters, and life gain.
Jeskai
Jeskai (U/R/W) Commander decks spellsling, tempo, and burn opponents out.
Four-color
Four-color identities — every fetch, every dual, every triome.
Yore (WUBR, no green)
Four-color without green (W/U/B/R) decks pack artifacts, spellslinger, and value engines.
Glint (UBRG, no white)
Four-color without white (U/B/R/G) — spells, artifacts, ramp, and every-color combo pieces.
Dune (BRGW, no blue)
Four-color without blue (B/R/G/W) — creatures, sacrifice, +1/+1 counters, and lifegain.
Ink (RGWU, no black)
Four-color without black (R/G/W/U) — control, ramp, tempo, and every spell-copying trick.
Witch (GWUB, no red)
Four-color without red (G/W/U/B) — ramp, control, reanimator, and +1/+1 counters.
Five-color