With OGW introducing cards that require colorless mana, I thought it would be good to put together a list of some of the best options for generating colorless mana. Right now this mostly consists of a few ideas from the new card discussion, so feel free to make suggestions.
1 Blighted Woodland - Land that has solid fixing potential 1 Blinkmoth Nexus - Manlands are always good 1 Buried Ruin - Good utility for artifact.dec, or for a ramp deck with a lot of mana rocks. 1 City of Traitors - Saw it on some older lists as a way to accelerate mana. Generally considered worse than Ancient Tomb, but it may be worth running two now. 1 Crystal Vein - Some like it better than City of Traitors. 1 Desert - Can actually kill a lot of things. Very strong vs Aggro decks. 1 Deserted Temple - Pairs really well with other utility lands. Can sometimes fix your mana too. 1 Eldrazi Temple - If we mostly end up with eldrazi requiring colorless, this could be quite useful. 1 Encroaching Wastes - Expensive land removal. 1 Foundry of the Consuls - Can turn into dudes late game if needed 1 Ghost Quarter - Limited land removal. 1 Grove of the Burnwillows - The flip of a pain land. I don't think anything most cubes run care though. 1 Hall of the Bandit Lord - Adding haste to your midrange or ramp deck is really nice, but the life cost isn't. 1 High Market - Sac outlets are good. I like this one quite a bit. 1 Inkmoth Nexus - Another man land 1 Kessig Wolf Run - Very strong utility land for gruul midrange. That deck may not care about colorless though. 1 Kor Haven - Really solid defensive utility 1 Mage-Ring Network - Has some nice ramp potential if you're not curving out 1 Mikokoro, Center of the Sea - Card draw is good, and the effect is cheap, but the power level feels low. Solid choice in control. 1 Miren, the Moaning Well - Another sac outlet, more mana for more life. Seems too expensive though. 1 Mirrodin's Core - Can fix, but slows you down 1 Myriad Landscape - Another one that can fix you nicely, and has some ramp potential 1 Nantuko Monastery - If you can hit threshold, a pretty solid man land. 1 Nykthos, Shrine to Nyx - A bit of a nombo, but it does provide colourless and can be really useful in ramp decks. 1 Quicksand - Emergency removal / combat trick. Potentially fits in a lot of decks, but power level feels low. 1 Rogue's Passage - Can really help close out a game late. May come into effect too late to matter most of the time. 1 Shimmering Grotto - Fixes mana at a cost. 1 Slayers' Stronghold - Can make an attacker quite potent 1 Tarnished Citadel - Really expensive fixing 1 Tectonic Edge - Conditional land removal. 1 Tendo Ice Bridge - One of the better all round fixing options 1 Thespian's Stage - I don't think there's enough good targets to be worth, but still quite flexible. 1 Unknown Shores - Can fix, but slows you down 1 Wastes - The colorless basic land
1 Boreal Druid - Mana elf that fixes colorless 1 Edge of Autumn - Solid early fixing that cycles if you don't need the land 1 Generator Servant - Saw some play when it came out. Typically a bit weak, but the extra fixing could push it over the top. 1 Harrow - Doesn't ramp as much as the more commonly run 3 mana ramps, but gets you the mana faster. 1 Sisay's Ring - Yet another mana rock that taps for 2. The worst of the bunch, but if you need another it's an option. 1 Thought Vessel - One more 2cc mana rock
If there are enough good colorless requiring cards to make it worth adding support for, I am really looking forward to trying out Foundry of the Consuls and Mage-Ring Network. Network is especially nice as it can fix you for double+ colorless costs, given enough time.
Not really too hopeful for the recently spoiled Sea Gate Ruins or Mirrorpool though. They fix you for colorless but only for other cards. You need to dilute your mana base even more to take actually use their abilities.
1 Buried Ruin - Good utility for artifact.dec, or for a ramp deck with a lot of mana rocks. 1 City of Traitors - Saw it on some older lists as a way to accelerate mana. Generally considered worse than Ancient Tomb, but it may be worth running two now. 1 Crystal Vein - Some like it better than City of Traitors. 1 Eldrazi Temple - If we mostly end up with eldrazi requiring colorless, this could be quite useful. 1 Generator Servant - Saw some play when it came out. Typically a bit weak, but the extra fixing could push it over the top. 1 Sisay's Ring - Yet another mana rock that taps for 2. The worst of the bunch, but if you need another it's an option. 1 Hall of the Bandit Lord - Adding haste to your midrange or ramp deck is really nice, but the life cost isn't. 1 Desert - Can actually kill a lot of things. Very strong vs Aggro decks. 1 Quicksand - Emergency removal / combat trick. Potentially fits in a lot of decks, but power level feels low. 1 Grove of the Burnwillows - The flip of a pain land. I don't think anything most cubes run care though. 1 High Market - Sac outlets are good. I like this one quite a bit. 1 Miren, the Moaning Well - Another sac outlet, more mana for more life. Seems too expensive though. 1 Kessig Wolf Run - Very strong utility land for gruul midrange. That deck may not care about colorless though. 1 Mikokoro, Center of the Sea - Card draw is good, and the effect is cheap, but the power level feels low. Solid choice in control. 1 Nantuko Monastery - If you can hit threshold, a pretty solid man land. 1 Nykthos, Shrine to Nyx - A bit of a nombo, but it does provide colourless and can be really useful in ramp decks. 1 Rogue's Passage - Can really help close out a game late. May come into effect too late to matter most of the time. 1 Thespian's Stage - I don't think there's enough good targets to be worth, but still quite flexible. 1 Encroaching Wastes - Expensive land removal. 1 Ghost Quarter - Limited land removal. 1 Tectonic Edge - Conditional land removal. 1 Deserted Temple - Pairs really well with other utility lands. Can sometimes fix your mana too. 1 Shimmering Grotto - Fixes mana at a cost. 1 Unknown Shores - Can fix, but slows you down 1 Tarnished Citadel - Really expensive fixing 1 Mirrodin's Core - Can fix, but slows you down
its my dream that they add enough support for a "6th color" in cube that we can justify adding Wastes to the basic mana pool... and that mono brown decks become an incredibly delicate but powerful machine, just like how Kozilek/Karn EDH decks were before the introduction of Wastes.
Edit - incidentally, for a search on magiccards.info you can just do a search of "Add {1} to your mana pool", and you can replace 1 with whatever number you want.
What do people think of trying out Wayfarer's Bauble if you're looking for colorless sources? If you already have a Wastes, you can fix/ramp your main color(s), and it's another colorless tutor that can snag a C source if you need it.
I always liked Bauble, it's colorless Rampant Growth that any non-aggro deck is happy to see and can randomly be pitched to Thirst or Tinker if need be.
I've played Bauble in the cube and it's always okay. A nice 22nd card for my control decks. But I think the need for C sources may add just enough extra value for this to be good enough again.
Nice thread! Bauble is also Trinket Mageable, which is a nice plus. Of all the non commonly run lands listed, High Market is my favorite and should be synergistic with a lot of commonly used cube effects. Other than that I'm heavily considering Tendo Ice Bridge and Blighted Woodland. Also, lets not forget Sword of the Animist, which I already run and really enjoy playing with!
I have considered Tendo Ice Bridge aswell for the OGW update, but I would probably have to cut a non-land card for it (or add Paliano, the High City to my conspiracy module from my main list).
Isn't Tendo Ice Bridge already borderline cubeable even before OGW?
I already have most of the support from several cards, including Sol Ring. I have my old artifact cube that I can refurbish. Most of the mana support was used to help out casting the multiple planeswalkers and artifacts and enchantments I used.
If you add in Eldrazi support for your cube, it also means you can use more Morbid in greater quantities.
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Tomb
5 pains (WR,WB,WG,RB,RG)
5 filters (UW,UB,UR,UG,GB)
Coliseum
Grove
Haven
Factory Mutavault
Nythos
Port
Tec Edge Thespians's Stage Tolaria West
Stronghold
count of serious early/midgame sources:22
In addition we have two Worldknits (might come down to one with the OGW update though, since Knit decks cannibalize some demand for the C lands), which puts us at ~60 sources out of 525, or 11.5%.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
3 damage from Tarnished Citadel is just too much. If it would deal 2 damage, then it might be an option as a multicolor lands that can also pay for C. As is, absolutely not. Even using it once feels terrible and brings you noticeably closer to death. I'd rather run Tendo Ice Bridge or even Crumbling Vestige over it.
Lands
Filter Lands
Storage Lands (Time Spiral)
1 Ancient Tomb
1 Dust Bowl
1 Evolving Wilds
1 Grand Coliseum
1 Library of Alexandria
1 Mishra's Factory
1 Mutavault
1 Reflecting Pool
1 Rishadan Port
1 Strip Mine
1 Terramorphic Expanse
1 Volrath's Stronghold
1 Wasteland
1 Blinkmoth Nexus - Manlands are always good
1 Buried Ruin - Good utility for artifact.dec, or for a ramp deck with a lot of mana rocks.
1 City of Traitors - Saw it on some older lists as a way to accelerate mana. Generally considered worse than Ancient Tomb, but it may be worth running two now.
1 Crystal Vein - Some like it better than City of Traitors.
1 Desert - Can actually kill a lot of things. Very strong vs Aggro decks.
1 Deserted Temple - Pairs really well with other utility lands. Can sometimes fix your mana too.
1 Eldrazi Temple - If we mostly end up with eldrazi requiring colorless, this could be quite useful.
1 Encroaching Wastes - Expensive land removal.
1 Foundry of the Consuls - Can turn into dudes late game if needed
1 Ghost Quarter - Limited land removal.
1 Grove of the Burnwillows - The flip of a pain land. I don't think anything most cubes run care though.
1 Hall of the Bandit Lord - Adding haste to your midrange or ramp deck is really nice, but the life cost isn't.
1 High Market - Sac outlets are good. I like this one quite a bit.
1 Inkmoth Nexus - Another man land
1 Kessig Wolf Run - Very strong utility land for gruul midrange. That deck may not care about colorless though.
1 Kor Haven - Really solid defensive utility
1 Mage-Ring Network - Has some nice ramp potential if you're not curving out
1 Mikokoro, Center of the Sea - Card draw is good, and the effect is cheap, but the power level feels low. Solid choice in control.
1 Miren, the Moaning Well - Another sac outlet, more mana for more life. Seems too expensive though.
1 Mirrodin's Core - Can fix, but slows you down
1 Myriad Landscape - Another one that can fix you nicely, and has some ramp potential
1 Nantuko Monastery - If you can hit threshold, a pretty solid man land.
1 Nykthos, Shrine to Nyx - A bit of a nombo, but it does provide colourless and can be really useful in ramp decks.
1 Quicksand - Emergency removal / combat trick. Potentially fits in a lot of decks, but power level feels low.
1 Rogue's Passage - Can really help close out a game late. May come into effect too late to matter most of the time.
1 Shimmering Grotto - Fixes mana at a cost.
1 Slayers' Stronghold - Can make an attacker quite potent
1 Tarnished Citadel - Really expensive fixing
1 Tectonic Edge - Conditional land removal.
1 Tendo Ice Bridge - One of the better all round fixing options
1 Thespian's Stage - I don't think there's enough good targets to be worth, but still quite flexible.
1 Unknown Shores - Can fix, but slows you down
1 Wastes - The colorless basic land
Nonland Sources
1 Basalt Monolith
1 Channel
1 Coldsteel Heart
1 Cultivate
1 Everflowing Chalice
1 Fellwar Stone
1 Grim Monolith
1 Guardian Idol
1 Hedron Archive
1 Kodama's Reach
1 Mana Crypt
1 Mana Drain
1 Mana Vault
1 Metalworker
1 Mind Stone
1 Palladium Myr
1 Prismatic Lens
1 Sol Ring
1 Thran Dynamo
1 Worn Powerstone
1 Edge of Autumn - Solid early fixing that cycles if you don't need the land
1 Generator Servant - Saw some play when it came out. Typically a bit weak, but the extra fixing could push it over the top.
1 Harrow - Doesn't ramp as much as the more commonly run 3 mana ramps, but gets you the mana faster.
1 Sisay's Ring - Yet another mana rock that taps for 2. The worst of the bunch, but if you need another it's an option.
1 Thought Vessel - One more 2cc mana rock
Also, to clarify, Star Compass will not be able to tap for because it's not a color. Reflecting Pool can because it says type, not color.
And Wastes as a basic land type is plural, if you want the card image to work.
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Not really too hopeful for the recently spoiled Sea Gate Ruins or Mirrorpool though. They fix you for colorless but only for other cards. You need to dilute your mana base even more to take actually use their abilities.
Storage Lands
Channel
Palladium Myr
Mana Drain
Metalworker
Awakening Zone
Cubetutor Link
1 City of Traitors - Saw it on some older lists as a way to accelerate mana. Generally considered worse than Ancient Tomb, but it may be worth running two now.
1 Crystal Vein - Some like it better than City of Traitors.
1 Eldrazi Temple - If we mostly end up with eldrazi requiring colorless, this could be quite useful.
1 Generator Servant - Saw some play when it came out. Typically a bit weak, but the extra fixing could push it over the top.
1 Sisay's Ring - Yet another mana rock that taps for 2. The worst of the bunch, but if you need another it's an option.
1 Hall of the Bandit Lord - Adding haste to your midrange or ramp deck is really nice, but the life cost isn't.
1 Desert - Can actually kill a lot of things. Very strong vs Aggro decks.
1 Quicksand - Emergency removal / combat trick. Potentially fits in a lot of decks, but power level feels low.
1 Grove of the Burnwillows - The flip of a pain land. I don't think anything most cubes run care though.
1 High Market - Sac outlets are good. I like this one quite a bit.
1 Miren, the Moaning Well - Another sac outlet, more mana for more life. Seems too expensive though.
1 Kessig Wolf Run - Very strong utility land for gruul midrange. That deck may not care about colorless though.
1 Mikokoro, Center of the Sea - Card draw is good, and the effect is cheap, but the power level feels low. Solid choice in control.
1 Nantuko Monastery - If you can hit threshold, a pretty solid man land.
1 Nykthos, Shrine to Nyx - A bit of a nombo, but it does provide colourless and can be really useful in ramp decks.
1 Rogue's Passage - Can really help close out a game late. May come into effect too late to matter most of the time.
1 Thespian's Stage - I don't think there's enough good targets to be worth, but still quite flexible.
1 Encroaching Wastes - Expensive land removal.
1 Ghost Quarter - Limited land removal.
1 Tectonic Edge - Conditional land removal.
1 Deserted Temple - Pairs really well with other utility lands. Can sometimes fix your mana too.
1 Shimmering Grotto - Fixes mana at a cost.
1 Unknown Shores - Can fix, but slows you down
1 Tarnished Citadel - Really expensive fixing
1 Mirrodin's Core - Can fix, but slows you down
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It does let you fill your deck with Wastes, doesn't it?
one can dream...
Edit - incidentally, for a search on magiccards.info you can just do a search of "Add {1} to your mana pool", and you can replace 1 with whatever number you want.
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I have considered Tendo Ice Bridge aswell for the OGW update, but I would probably have to cut a non-land card for it (or add Paliano, the High City to my conspiracy module from my main list).
Isn't Tendo Ice Bridge already borderline cubeable even before OGW?
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My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
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If you add in Eldrazi support for your cube, it also means you can use more Morbid in greater quantities.
Modern
Commander
Cube
<a href="http://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-lists/588020-unpowered-themed-enchantment-an-enchanted-evening">An Enchanted Evening Cube </a>
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Path to Exile
count of serious early/midgame sources:1
Primetime
Cultivate
Kodama's Reach
Search for Tomorrow
Awakening Zone
Crop Rotation
count of serious early/midgame sources:6
Knight of the Reliquary
Kesssig Wolf-Run
Gavony Township
Slayer's Stronghold
Nephalia Drownyard
Vault of the Archangel
5 customs to round out the cycle
count of serious early/midgame sources:12
Sad Robot
Chalice
Expedition Map
Bauble
Guardian Idol
Mind Stone
Prismatic Lens
5 Talismans
custom cantripping rock
Unstable Obelisk
Powerstone
Dynamo
custom sunburst rock
count of serious early/midgame sources:18
5 pains (WR,WB,WG,RB,RG)
5 filters (UW,UB,UR,UG,GB)
Coliseum
Grove
Haven
Factory
Mutavault
Nythos
Port
Tec Edge
Thespians's Stage
Tolaria West
Stronghold
count of serious early/midgame sources:22
In addition we have two Worldknits (might come down to one with the OGW update though, since Knit decks cannibalize some demand for the C lands), which puts us at ~60 sources out of 525, or 11.5%.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG