Color-identity mana base guide

Dimir Mana Base

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.


Popular commanders

Best 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

What is the best mana base for a Dimir Commander deck?

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.

How many lands should a Dimir deck run?

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.

Which lands are auto-includes for Dimir?

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.

Is it worth running fetch lands in Dimir?

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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