Color-identity mana base guide

Dimir Mana Base

Dimir (U/B) Commander decks steal, mill, and ninjutsu their way to a slow, inevitable win.


Build a Dimir mana base around early colored costs, entry timing and lands you own. Start with a land-count range and test it against your curve; compare fixing before spending on upgrades. The commander examples below are curated, not a complete ranking.


Popular commanders

Selected Dimir commanders


Manabase in one paragraph

What makes a Dimir land base distinct

Dimir wants Watery Grave, Drowned Catacomb, Sunken Hollow, and Underground River. Add River of Tears for the extra ramp trigger.


Questions & Answers

FAQ

How should I choose lands for Dimir?

Match your early colored spells, lands you own and purchase budget. Compare entry conditions and usable sources; no named land is mandatory in every deck.

How many lands should a Dimir deck run?

Use 36–40 as a starting range, then test your curve, extra draws and ramp. Land count alone does not establish the chance of casting a particular spell.

Do fetch lands help Dimir?

They can fix colors when legal targets are available and support landfall or shuffle effects. Check the searched land types, entry timing and payments; there is no fixed fetch quota tied to budget.


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