Color-identity mana base guide

Witch (GWUB, no red) Mana Base

Four-color without red (G/W/U/B) — ramp, control, reanimator, and +1/+1 counters.


Build a Witch (GWUB, no red) 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 Witch (GWUB, no red) commanders


Manabase in one paragraph

What makes a Witch (GWUB, no red) land base distinct

Witch wants the four allied triomes touching these colors, every shock, and premium fixing (Mana Confluence, City of Brass, Command Tower).


Questions & Answers

FAQ

How should I choose lands for Witch (GWUB, no red)?

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 Witch (GWUB, no red) 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 Witch (GWUB, no red)?

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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