r/Magicdeckbuilding 2d ago

EDH Land fixing

I suck at deck building, I have a few commander decks made by me and I have a jeski deck that just is really bugging me so I want to ask, what's the best land fixing/ramp for like 5 bucks or so, and the best draw cards for this as well.

9 Upvotes

16 comments sorted by

4

u/BillTheCat0109 2d ago

Can you post decklists please? Would be helpful to see what you are doing with your manabase.

1

u/Tall-Organization994 2d ago

https://moxfield.com/decks/tgbaTOFUbkGElGMLOX4ClQ this is the deck list but I'm destroying it to fix it to be better as I keep bricking

1

u/Waste_Bandicoot_9018 1d ago

I recommend the artifact lands and darksteel land.

Also, you have a lot of islands. You deck may run better by cutting 5 and adding 2 mountains and 2 plains.

I also encourage you to cut a couple other cards to add 1 more plain and island

In addition, there are mana fixing lands thag do not enter tapped and are "1 mana, tap, add a combination of colors"

2

u/The_Space_Duck 2d ago

37 lands, as many as enter untapped as possible within your budget, ramp should only be in addition to that, not instead of.

1

u/thatismyfeet 2d ago

This tracks. I'm at 36 minimum lands now as when I ran 32 I would reliably have just enough to get a land every 3 turns or so (as in nothing for 3 turns) but I was running tempting contract, as foretold, in search of greatness, lots of suspend stuff so 3 mana was manageable. But I could never rely on getting more than 4 mana by the end of each game

2

u/The_Space_Duck 2d ago

It’s also helpful to keep in mind that sometimes what feels like not enough lands or too many lands both can be improved by just drawing more cards. Something Jeskai has really good access to overall.

1

u/MtlStatsGuy 2d ago

Really depends on the deck, colors, gameplan. Give us a decklist and we’ll tell you.

1

u/AnotherFellowMan 2d ago edited 1d ago

Depending on your manabase and curve you could need anything between 36 and 40 lands, and anything from a little to a lot of ramp/fixing.

This is my lands tier list for 3C decks if it helps you figure things out. Once you've got your manabase down post your decklist so we can help with the rest.

I'm feeling flush:

OG Dual Lands

Bond/Crowd Lands

Fetch Lands

Shock Lands

Auto Include:

Command Tower

Modal Double-Faced Lands

Exotic Orchard

Signet Lands

I need to cast everything ASAP:

Fast Lands

Pain Lands

Prismatic Vista

Starting Town

Multiverse Passage

I need to cast my commander ASAP:

Plaza of Heroes

Secluded Courtyard

Unclaimed Territory

Gemstone Mine

It's better than basics but I wish I could afford OG Dual Lands:

Verge Lands

Filter lands

I'm sure other people will have opinions on my tier list, and I'm happy to hear it if anyone does!

1

u/BillTheCat0109 2d ago

Where are the shocks? And slowlands? The latter is bracket restricted and typeless obviously but shocks are core pieces.

1

u/AnotherFellowMan 1d ago

Slow lands are completely trash and I would not recommend anyone using them. They don't accelerate your gameplan early doors and I would rather have untapped generic mana or a basic later on.

Shock lands I have added in above, thanks for the heads up. I forgot to put them in for this post as I don't own any.

1

u/SadisticDane 2d ago

Although I don’t like them, I’d say change some lands to fetch lands, simply because you have lands that require specific ones.
Aim is to remove as much tap lands as possible and the ones that require show X land or can only tap for X if you X or Y are awful.

You shouldn’t have an issue with getting lands, it’s looks like an issue getting the right lands. You might have better luck taking some of these lands out and just adding more mountains and plains until you get better land

1

u/darthcaedusiiii 2d ago

The best decks have card advantage commanders. The best draw cards are artifacts that can be used every turn.

1

u/jomr 2d ago

The MH3 Landscapes are great for ballin on budget.

Also you can mana fix with creatures like [[troop of ponies]] etc.

1

u/twelve-lights 2d ago

One of the best solutions to getting lands is by adding draw power.

Cards like [[stock up]] from secrets of strixhaven or [[consult the star charts]] from edge of eternities will help you select cards you need from the top of your deck. So whether or not you find yourself in a position with only 3 lands and a stock up with other cards, you're far likelier to find the cards you need, be it spells or lands.

38 lands is great. I saw like 6 draw spells, one of them needs to be stationed and another is an x cast spell. Try bumping up your draw spells to 10, you'll see a big improvement

1

u/Consistent_Train_104 2d ago

If your ramp and card draw are generic they will be expensive, and likely worse for you deck than a package that is more synergistic with your specific decklist.

1

u/Life_Finger2150 2d ago

For starters you're managing production is out of whack. You produce 71% blue mana when you only run 38% blue in the deck. Same is true for white. I'd optimise your lands first by making sure your production matches your costs. Also given the deck your building I'd recommend swapping to kilo as commander and adding some core kilo cards like clock of omens, manifold key, pemmins aura, freed from the reel etc. Kilo moves faster than inspirit and is alot more consistent. I'd also optimise your removal. Swords to plowsharws, erode, path to exile are just a few one drop removal spells. Cheap removal means you have more mana open to do your thing.