Yuriko, the Tiger's Shadow
ninjutsu tempo
Color-identity mana base guide
Dimir (U/B) Commander decks steal, mill, and ninjutsu their way to a slow, inevitable win.
The best mana base for Dimir (UB) Commander decks is built on 36–38 landscovering the identity's color demands with a mix of untapped duals, fetches, and utility. Dimir wants Watery Grave, Drowned Catacomb, Sunken Hollow, and Underground River. Add River of Tears for the extra ramp trigger. Below: recommended commanders, the exact lands to prioritize, and pre-tuned builds at $50 / $100 / $250 / $500.
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Manabase in one paragraph
Dimir wants Watery Grave, Drowned Catacomb, Sunken Hollow, and Underground River. Add River of Tears for the extra ramp trigger.
Questions & Answers
Dimir wants Watery Grave, Drowned Catacomb, Sunken Hollow, and Underground River. Add River of Tears for the extra ramp trigger. Every Dimir deck should run Command Tower, Exotic Orchard, and a copy of Reflecting Pool. Beyond those, fill by budget: $50 = pain lands + tapped duals + basics; $100 = check lands; $250 = shocks + selective fetches; $500 = original duals + full fetch/shock synergy.
A well-tuned Dimir Commander deck runs 36–38 lands. Aim for 36 unless the deck is heavy on X-spells or has multiple 5+ CMC spells. Fewer than 35 misses drops; more than 39 dilutes the game plan.
Every Dimir deck runs Command Tower and Exotic Orchard. Path of Ancestry adds value in tribal builds; Mikokoro or Reliquary Tower for card-draw-heavy decks. Always leave 1–2 utility land slots for the specific archetype.
Fetches are strong but not mandatory in Dimir. Two-color mana bases can hit their color requirements without fetches, so budget fetches for other slots first.
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