Last updated on December 17, 2025

Raffine's Tower | Illustration by Dominik Mayer
Almost every deck in MTG needs some way of producing mana of any color, or filtering a color of mana into another. Each MTG set has options in that regard, be it an artifact like Bender's Waterskin or a creature like Gene Pollinator. Entire metagames have been defined by the interaction between cards like Reflecting Pool and the 5-color Vivid lands, or the fetch lands plus the Tango lands.
Today I take a look at the best ways to fix your mana, and not restricted to green mana fixing, of course. Without further ado, here are Magic's best mana fixing cards!
What Is Mana Fixing in MTG?

A Realm Reborn | Illustration by Anna Podedworna
Mana fixing in MTG are cards that make sure you have all colors of mana available to cast spells. They are usually lands, creatures, or artifacts. The way the mana system in MTG works is that, the more colors I have available, the more powerful and varied effects I have at my disposal, but your mana base takes a significant hit in consistency. Itโs not easy to produce mana, so cards like Maelstrom Archangel, Jodah, the Unifier or Niv-Mizzet Reborn end up seeing less play because theyโre hard to cast.
I give the nod to cards that can generate mana of any color, or in the case of EDH, any color in that commanderโs color identity. Since there are so many options, I hone the list to the most played ones.
Honorable Mention: Treasure Tokens
These days, many MTG cards and strategies put treasure on your board and often as an added bonus. These tokens can fix your mana in a pinch.
Honorable Mention: Dual Lands
Dual lands are technically the best way to fix your mana, and most Constructed decks have plenty of them, so I skip them in this list.
#50. Evolving Wilds + Terramorphic Expanse + Vibrant Cityscape
Yes, theyโre slow and not great, but they get the job done. Evolving Wilds is the typical card you add to an EDH deck to replace a basic land or reduce the deck cost compared with a more expensive land. Most of the time, they're just as good, and almost every Commander precon has them. Plus, theyโre available in low-power formats like Pauper and budget MTG.
#49. Sagu Wildling
Surprised to see an omen this early? Sagu Wildling is here because of the single Roost Seek to fill your hand with the next color you need. You get upside if you can utilize a dragon or the lifegain.
#48. Encroaching Dragonstorm
Encroaching Dragonstorm is a 4-cost, double land dropper with real upside of helping you ramp up to your biggest most powerful spells. The ability for a Temur commander to grab an Island and Mountain in one spell is quite good.
#47. Summon: Fenrir
Summon: Fenrir is an expensive Rampant Growth, but for the extra you pay, you get a short term creature, and a potential +1/+1 counter and card to draw. Then again, green has a thing for Regrowth effects, so it is certifiably better in some decks.
#46. Cultivate
Cards like Cultivate end up seeing significant play with green commanders and in Limited decks, as they can search for two lands that you need. If youโre playing a 3-color deck and have only green mana at your disposal, you'll have access to your other 2 colors after casting Cultivate.
#45. Prophetic Prism
Prophetic Prism still sees play in Pauper due to being a 2-mana cantrip that also fixes your mana. Thatโs good with cards like Kor Skyfisher or in Urza Tron decks that splash something like Dinrova Horror. And itโs a solid draft pick, too.
#44. Greenhouse / Rickety Gazebo

I love rooms as a late game benefit and Rickety Gazebo is really at its best in the later stages. Greenhouse would rank better if it produced mana itself, but Chromatic Lanternโs effect is a great mana fixer.
#43. Springleaf Drum
Springleaf Drum was a 2010โs classic, allowing you to tap any creature to provide mana. Whether to enable tapping and untapping shenanigans, or just to generate more mana from idle creatures, Springleaf Drum has seen plenty of plays. The effect is also available in a blue artifact, Moonsnare Prototype.
#42. Enduring Vitality
The team Birds of Paradise effect from Enduring Vitality can also be thought of every card in your hand gaining convoke. Add in that clause there the glimmer becomes more powerful if you strike it down, and put vigilance on this dorky (in the most affectionate way) elk and we're set.
#41. A Realm Reborn
A Realm Reborn turns all your permanents into mana rocks or dorks. This gives extra meaning to artifacts and enchantments that normally just want to chill on the battlefield, and new uses for Map, clue, food, blood tokens, and even those decayed, fragile, zombie tokens. This reborn realm can catapult you to a massive play.
#40. Ancient Ziggurat
If youโre only casting creatures, Ancient Ziggurat covers your needs. At least youโll cast your commander on curve. Downside is, it only works on the chosen creature type.
#39. Exotic Orchard + Fellwar Stone
Exotic Orchard and Fellwar Stone are cards that generate any mana that your opponents can generate. Thatโs a little better in EDH when you have three opponentโs worth of mana, and thereโs always the possibility that one of them is playing the colors you need. In cEDH, itโs common to see partner commanders with 3 to 4 colors, so your Orchard gets better.
#38. Coalition Relic
Coalition Relic can ramp you from three to 6 mana if you do the counters game right. Itโs still considered one of the best 3-MV mana rocks, and it works with proliferate to produce more mana.
#37. Commander's Sphere
Commander's Sphere is good early when you need mana and ramp, and good late when you can cash it back for a card. Itโs cheap to add to any EDH deck.
#36. Chromatic Lantern
Chromatic Lantern is a mana rock that turns all your lands into 5-color lands, so your mana needs are basically attended to. The worst thing about the card is that thereโs no added bonus โ no ETB, sacrifice, turns into a creature, or these modern MTG things.
#35. Ancient Cornucopia
Ancient Cornucopia, one of the Big Score cards from Outlaws of Thunder Junction, is a mana rock thatโs making some waves in Standard, as gaining a few life whenever you cast a spell is very good, especially in an aggressive metagame full of burn decks and convoke aggro. Itโs perfect in decks that have lifegain as a subtheme, as itโs easy to trigger every turn.
#34. Aether Hub
Energy counters return to MTG in a big way in Modern Horizons 3, so why not give this one a chance. Aether Hub gives you 2 energy, so youโll at least have two uses to generate mana of every color. With enough energy cards around, youโll get to fuel the Hub and other Hubs will fuel your deck.
#33. Bender's Waterskin
Bender's Waterskin is such a neat common for multiplayer games. It adds lots of options to activate abilities during opponent's turns and at least bluff that you have interaction with a card or two in hand. This simple Avatar: The Last Airbender artifact becomes mana neutral in no time at all.
#32. Harrow
Two main things separate Harrow from Cultivate, and first is the card type of instant. This often means a turn cycle of difference, and that leads into the second benefit of lands that enter untapped. You get a third perk if you can recur lands from the graveyard, or don't mind them there for one reason or another.
#31. Patchwork Banner
Patchwork Banner is favorite card from Bloomburrow, and maybe its uncommon rarity has something to do with that popularity. I hear that it is popular with the creatures. In the best fitting decks it is Glorious Anthem as a mana rock, lots of decks want this kind of ramp.
#30. Horizon Explorer
The power to generate artifact tokens on attacks is really good and so is the ability to remove the drawback on a ton of lands. The simple rules text on Horizon Explorer make it an incredibly useful card and one of the best for launching landers.
#29. Great Divide Guide
The Great Divide Guide holds a candle to Chromatic Lantern and comes into play one mana earlier. Getting to the Earth Kingdom or playing heavy green and allies is the way to best utilize this, but even partially green decks still want directions from this guide.
#28. The Earth King
The Earth King brings an incredible ability that is a payoff for controlling big power. At best and given enough 4-power creatures, this noble is dare-I-say better than Primeval Titan which is banned in Commander.
#27. Lotus Cobra
Lotus Cobra is a 2-drop green creature that, thanks to its landfall trigger, gives you mana of any color as long as youโre dropping lands. Youโll not lose tempo if you play a tapped land, and the sky is the limit with this snake and a few fetch lands.
#26. Fabled Passage
If you already have 3 mana, Fabled Passage is the perfect fetch land. Itโs the right power level for the Standard format, and you can have more landfall enablers or thin your deck in other formats like EDH and Pioneer.
#25. Abundant Growth
Generating mana of any color is easy with Abundant Growth around, if you need mana fixing in small increments. It has extra synergies with auras and enchantress-type cards. Youโll even draw a card when this green enchantment comes into play.
#24. The Cabbage Merchant
Fill in some food tokens around The Cabbage Merchant and you'll see very quickly why you love seeing this merchant pop up everywhere. How common is cabbage? I can't speak for every region, but cabbage is inexpensive at my local supermarket, and opponents cast noncreature spells plenty often, so the mana fixed by allowing this persistent cabbage lover is a solid decision.
If your food tokens get wiped out, you're obliged to read the flavor text.
#23. Utopia Sprawl
Utopia Sprawl trades the โdraw a cardโ from Abundant Growth for the extra mana it generates. You can have nice sequences with cards like Voyaging Satyr of Arbor Elf untapping the land youโve just enchanted and ramp up in a big way.
#22. Plaza of Heroes
Everything has to do with legendary creatures nowadays, huh? I wonder if the Commander format has something to do with it. Legends deserve to be played with Plaza of Heroes, because not only can you generate mana of any color to cast them, but you can also get rid of the plaza to protect a key legend for a turn, like your commander.
#21. Mox Amber
Mox Amber is free and can generate mana, so why is it so low on the list? Well, you need legends to run this mana rock. At least it does a Mox Ruby impression in decks with Rograkh, Son of Rohgahh if you have it early. Mox Amber sees some play in legends-packed decks, like Kethis, the Hidden Hand decks in EDH, and even in Pioneer. The best aspect of this rock is that if you have your commander out, youโll be able to fix your mana pretty well, so this card sees play in EDH decks that have cheap commanders like Thrasios, Triton Hero and Kinnan, Bonder Prodigy.
#20. Leyline of the Guildpact
Leyline of the Guildpact turns all your lands into 5-color lands, and it also bumps out your plains, swamp, or island count for various effects. It can even get in for free if you have it in your opening hand.
#19. Prismatic Vista
Prismatic Vista is a middle ground between Evolving Wilds and a fetch land like Scalding Tarn. Youโll lose a life and only get basics, but at least theyโll not enter the battlefield tapped.
#18. Arcumโs Astrolabe
Arcum's Astrolabe is a 1-mana Prophetic Prism, a card thatโs serviceable and playable in many formats. It also generates snow mana if you need to. The hard part of this card is to cast it because youโll require snow mana, but turns out, you can add lots of snow-covered basics in formats like Pauper and Modern/Legacy, formats in which the card is banned.
#17. Noble Hierarch + Ignoble Hierarch
These intrepid 1-drops are staples of the Modern format, being able to fix 3 colors of mana by themselves while having the exalted ability to support the beats. Whether youโll play just Noble Hierarch, Ignoble Hierarch, or both depends on your deckโs color identity: Noble Hierach is one of the best Bant cards, and Ignoble is among the strongest Jund cards.
#16. Birds of Paradise
Ever since Alpha, weโve had Birds of Paradise, or BoP. This 1-mana bird is equally capable of generating mana of any color, blocking a flying creature later in the game, and even wearing equipment to attack if needed.
#15. City of Brass + Mana Confluence
These 5-mana fixers see a ton of play in cEDH as a powerful way to fix mana at your lifeโs expense. Also, losing 1 life per turn is negligible in that format, while the price is steeper in 20-life formats like Legacy and Modern. Mana Confluence also sees some play in Pioneer, a format where City of Brass isnโt legal.
#14. Multiversal Passage
Multiversal Passage is not quite a universal shock land since you can't tutor for it and only get one color out of it. But is it useful in a lot of decks? Absolutely.
#13. Cavern of Souls
Triumphantly returning to Standard with The Lost Caverns of Ixalan is one of the best typal support cards, Cavern of Souls; also known as the most hated land by blue mages. Cavern fixes mana only for the chosen creature type, but itโs very powerful in fighting countermagic, even if you choose angel for Atraxa, Grand Unifier alone. Also, the land is capable of generating colorless mana and comes into play untapped, so thereโs little downside in adding it to a deck.
#12. Delighted Halfling
Delighted Halfling is the Cavern of Souls creature, although it only works on legends. But yeah, thereโs EDH right, so your commander canโt be countered at least. Itโs also a 1/2 mana dork, while most dorks are 0/1 or 1/1. This card works with planeswalkers, too, so itโs a good addition to superfriends.
#11. Signets and Talismans
The Signets and Talismans are the go-to 2-mana mana rocks for EDH players, and these rocks have two main functions: ramp and color fixing. These are reprinted a lot, so theyโre easy to get and cost only 2 mana to cast, so itโs not like they're enabling broken starts.
#10. Arcane Signet
Arcane Signet is one of the best 2-mana mana rocks in Commander, as it generates all mana you need without the downsides of Signets and Talismans.
#9. Command Tower
Command Tower is the go-to land in Commander since it's the easiest way to generate mana from all the colors you need without any downside. It can be only played in the format, so it loses a little bit of value.
#8. Lotus Petal
A one-time Treasure-like card, Lotus Petal sees play in every format itโs legal because you can count on that accelerant โ and mana fixing โ right off the bat, speeding up your combo for one turn. Unlike cards like Dark Ritual, you can effectively fix your mana with Petal, allowing you to cast that Underworld Breach or Past in Flames when you have only black mana available.
#7. Mox Opal
Mox Opal is your 0-mana, 5-color fixer if you just happen to have two more artifacts. Itโs also a perfect accelerant for affinity/metalcraft decks, contributing to both mechanics while generating a colored mana to cast anything you like. Mox Opal was one of the pillars of the Modern format for a long time until it was banned.
#6. Dockside Extortionist
Talk about a red staple. Dockside Extortionist is a little too great at generating a bunch of Treasure, which can be used to fix your mana, of course. Itโs not rare for this 2-drop to generate 5+ Treasures, and if you manage to blink it, itโs even more, but what is rare is for playgroups to allow this EDH-banned card through a Rule 0.
#5. Deathrite Shaman
Deathrite Shaman, the 1-mana planeswalker and one of the best Golgari cards in the game, is also an excellent way to guarantee your mana will be fixed. Of course, youโll need some lands in the graveyard, but which graveyard doesnโt have one these days? From milling to cycling and fetching, youโll be covered up pretty good.
#4. Mox Diamond
Think about this. You have two lands and a Mox Diamond in your hand. Play a land, the Mox, discard the other land, and youโve effectively played two lands in a turn, while also upgrading a basic land to a 5-color one. Not too shabby. Unfortunately, this card is in the Reserved List, so each Mox Diamond costs at least $500 bucks.
#3. Chrome Mox
Like Mox Diamond, the idea here is the same, only that youโll imprint a nonland card to Chrome Mox instead of a land. One of the most broken imprint cards, Chrome Mox is slightly cheaper to acquire since it can be reprinted.
#2. Ikoriaโs Triomes + Streets of New Capenna Trilands
Triomes are fantastic. They generate 3 colors worth of mana, can be cycled for , and also count as three basic land types. So, Spara's Headquarters is a forest, island, and plains at the same time, which makes it easily fetchable. Triomes enable easy fixing for 2-color decks looking to splash a third color.
#1. Fetch Lands
Almost half of this list contains some mention of the fetch lands, and quite frankly, itโs hard to think of a competitive mana base without them. Itโs interesting to note that a Scalding Tarn can get basically any color of mana if you have some dual or tri-lands available. Need black mana? Get Blood Crypt. Need green mana? Fetch Ketria Triome or Stomping Ground, and so on.
Other than triggering landfall, enabling delirium, delve, threshold, Tarmogoyf, Deathrite Shaman, Lotus Cobra (okay, enough), they thin out your deck and give you the dual/triland or the mana you need at the right time. Shame theyโre so expensive.
Best Payoffs for Mana Fixing
Fist of Suns and Leyline of Mutation are easy ones, pay mana to cover the cost of massive spells. Few decks can maximize these but they're naturally powerful. Sisay, Weatherlight Captain is just one 5-color commander that grants you access to super strong activated abilities when you have at your disposal.
Abzan Charm and Naya Charm are just two 3-color charms that are flexible spells, and the earlier you access your fixing, the more likely you deploy these instants before a Starting Town can enter untapped. Lux Artillery features sunburst, which is an unpopular mechanic from Fifth Dawn, and yet there are other cards like Chromatic Orrery and Solar Array that care about the number of mana colors among your permanents or mana you spent to cast the spell, almost like domain which looks for your land types, not the mana spent.
Wrap Up

Birds of Paradise | Illustration by Ben Wootten
Over the course of the years, MTG has printed so many ways to enable 2-, 3-, and even 5-color consistent mana pools. Mana fixing comes in cheap if you have cards like Command Tower and the Signets/Talisman, or youโll have to spend some more to have the best and fastest options, like fetches, the Moxen, and so on. Also, remember that MTG is a game of variance and you can have the perfect mana base but not get your colors fixed at the right time.
What do you think of my best mana fixing cards? Did I miss or underestimate anything? Let me know in the comments section, or leave us something good on Draftsim Twitter.
Thank you for reading, and keep improving your mana bases.
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