Welcome to the 2nd part of my 4-part series in Building Consistency in Commander. In part 1, we looked at mana curve. Today we’ll take a Mana Acceleration, any spell that allows you to produce additional mana beyond the limit of “one land per turn.”
Many players do not recognize the importance of Mana Acceleration in Commander. Filling your decks with proper mana acceleration will allow you to cast your win conditions and high-investment spells earlier, making them exponentially more powerful.
When building any deck, the first obstacle a builder must overcome is the creation of a mana base, including mana acceleration. My general rule of thumb for deck creation is an initial insertion of 40 lands; don’t worry, some lands will be removed after mana acceleration has been added.
Deck Construction Cycle:
- Add 40 generic lands (40 basic lands will do)
- Access deck archetype and acceleration accordingly
- Add creature and non-creature spells
- Go back to step one and decide on actual lands for your deck.
After 40 lands have been added, builders should then access the strategy of their deck, and decide how many pieces of mana acceleration are needed. I build my decks with the “3 per 1” principle of accelerants. For most decks, the inclusion of 3 mana acceleration spells equals the removal of one land. For example, adding 12 pieces of mana acceleration will allow you to remove 4 lands.
I believe most decks should have around 9-12 pieces of acceleration to consistently cast their high investment spells. Many of our decks tend to run high-investment spells like Tooth and Nail, Decree of Pain, and Desertion. Playing spells like these requires a sufficient amount of acceleration to cast for greatest effectiveness or rebuild after opponents cast sweepers and All is Dust-type spells. Without early acceleration, decks are more vulnerable to removal and permission during a match. Accelerants allow us to be faster than our opponents and cast spells with less fear of reprisal.
Every deck (with a few exceptions) should run a selection of the following staple mana acceleration spells (4-10 pieces):
- Sol Ring
- Mana Vault
- Coalition Relic
- Thran Dynamo
- Gilded Lotus
- Solemn Simulacrum
- Grim Monolith
- Mind Stone
- Prismatic Lens
- Fellwar Stone
- Basalt Monolith
- Skyshroud Claim
- Signets (depending on your color wheel)
Aggro-Combo – Usually creature acceleration (28-34 lands)
Combo – Few Lands, as many accelerants as possible (32-36 lands)
Reactive Control – (Draw-Go decks) Many accelerants (32-36 lands)
Control-Combo – Many accelerants, (36-38 lands)
Dedicated Control – Many accelerants (36-40 lands)
So, what can I do to help you guys build better decks? Let’s start with a short list of the Mana Acceleration in Magic: the Gathering. If you’re looking for a specific interaction or spell not on my list, please leave a comment! We’re eager to help.
COLORED ACCELERATION – Accelerants producing colored mana
Mercadian Masques – Ramos series
Ravnica – Signet series
Return to Ravnica – Keyrune series
Invasion – Cameo series
Mirage – Diamond series
Shards of Alara – Obelisk series
Mirrodin – Talisman series
COLORLESS ACCELERATION – Accelerants producing colorless mana
FRINGE ACCELERATION – Accelerants strong in specific archetypes
Gauntlet of Might
Gauntlet of Power
Lion’s Eye Diamond
Vessel of the Endless Rest
I purposefully left out instants, sorceries, and creatures because these rodes all end in green. If you would like help building your mana base and mana acceleration for a green specific decks, please leave a comment and we’ll be happy to help.
I hope you’ve enjoyed my look into mana acceleration in Commander. Please stay tuned for Part 3 of Building Consistency in Commander with Creatures vs. Non-creatures. If you missed Part 1 – Mana Curve, click here.