Going Colourless
It is no secret that many Commander decks live and die by their colourless Mana rocks. To the surprise of nobody, Sol Ring is by far the most played card in Commander, according to EDHRec.com. Wizards itself has crowned it the poster child of the format, reprinting it as part of every single pre-constructed deck.
While many have advocated the banning of the card due to the supposed unfair advantage it provides, Sol Ring has largely become the gentlemen agreement of the format, a card that is admittedly very powerful, but which is also too strongly imbued in the very soul of Commander to be kicked out. We could draw an easy parallel with Brainstorm in Legacy: likely the strongest and definitely the most played card in the format, it glues whole decks together and it essentially shapes the entire Legacy metagame.
The accessibility of colourless Mana rocks turns them into flexible tools for every deck in need of a ramping boost. And while many Green decks may frown upon the relatively mediocre ramping of Ur Golem’s Eye, decks with limited access to Land ramping may be looking at colourless Mana ramp to pursue a high level of ramping efficiency.
For the sake of this article, we will be only looking at colourless Mana rocks. While in the previous article we focused on coloured Mana, colour fixing is now out of the equation. The goal is to get more Mana, its colour does not necessarily matter. As a result, monocoloured and two-colour decks are likely to be the most impacted by this analysis. Taking things to the extreme, you can look at my Kozilek, Butcher of Truth deck, where efficient and consistent generation of Mana is the only goal of its many Mana rocks.
Colourless Mana rock benchmarks
Just like we did in our previous article, let’s start by understanding what are the realistic efficiency levels that can be expected for colourless Mana roc generation:
- Mana Crypt is the true outlier of the format, providing a two Mana output for no Mana investment, only taxing the player’s life total for an average of 1.5 life each turn; unsurprisingly, the card is considered among the most powerful Mana rocks in the format and it has been sometimes mentioned as worthy of a ban
- 3.0 is among the highest efficiency rates in the format, achieved only by Mana Vault and at the cost of the card not untapping on the following turn; having an untap cost greater than its Mana output, this qualifies mostly as a one-shot output during the first turns of the game
- 2.0 is the almost unparalleled level of efficiency provided by Sol Ring; while this sets a strong precedence for what can be done in the Commander, it really is a one-of case, as there is no other card in the format with a similar ratio and with no downside whatsoever; an hypothetical double Sol Ring, costing two mana and generating four would likely be too powerful for any Magic format we know
- 1.5 is the efficiency level represented by Grim Monolith, although the card suffers from the doesn’t untap clause we have already seen in Mana Vault; this time, however, the cost of untapping can be paid at any time; as a result, the card easily lends itself to Power Artifact shenanigans
- 1.0 is the ratio that can be achieved by Basalt Monolith, which joins the club of cards that don’t untap without a Mana investment and which, much like the aforementioned Grim Monolith, easily combos off with Power Artifact
- 0.75 is the efficiency rate achievable by Thran Dynamo; the card is extremely simple in its design and it provides a quite unique rate, which is found in no other colourless Mana rock in the format
- 0.67 is the efficiency level achieved by Worn Powerstone, at the cost of having the card entering the battlefield tapped; while this is a common downside for coloured Mana rocks, it is relatively rare among the most played colourless Mana rocks in the format
- 0.5 is close to the relatively fair ratio of cards like Mind Stone, Hedron Archive and Dreamstone Hedron; as mentioned in our previous article, the effect of converting the Mana rock itself into one or more cards is an additional bonus that slightly skews the efficiency rate; nevertheless, it’s interesting to note how the principle of diminishing returns results in Mind Stone being very beloved in the format, while Dreamstone Hedron sees play only in specific decks
Much like we did last time, we can place each of these cards in a scaled graph and identify the “fine” line, to the right of which we tend to only find unexciting efficiency ratios.

The graph has also been enriched with a couple areas, encompassing mentioned Mana rocks that do not autonomously untap and famously “problematic” cards – by which I only mean the trifecta of Sol Ring, Mana Crypt and Mana Vault, although I am not implying any of these are actually worthy of a ban, in my opinion.
What is missing
If we compare the above graph to what we drafted for coloured Mana rocks, we find out the efficiency ratios here are way more diverse. This is good for the purposes of our analysis, as we have way more milestones and benchmarks to play around.
First and foremost, we have a number of missing intersections that could be easily filled. Among them, the very intuitive intersection of one Mana cost and one Mana output would represent a less powerful version of Sol Ring. Having to withstand such a tough comparison, it would be safe to assume that a card like this, with no additional effect, would be more than safe in our format, albeit unexciting.
Borrowing inspiration from Mind Stone, the card could also feature a self-replacement ability, maybe with an adjusted activation cost to compensate for the cheaper casting cost. Something like the following would likely be an interesting new card for the format.

Another intersection that is largely untouched falls between the two Mana cost and two Mana output. Here the situation is a bit trickier, as Sol Ring is again a very hard benchmark to be compared to. On the other hand, Magic has established that the cost for two additional colourless Mana is between three and four generic Mana, thanks to non-problematic cards like Worn Powerstone and Hedron Archive.
As a thought experiment, I’d like to come up with something closer and more aligned to Worn Powerstone and Hedron Archive, rather than Sol Ring. This simply because coming up with a two Mana Sol Ring would just be a lazy design. Safe for the format and not as powerful as the original, but close to another ubiquitous card that most decks would be happy to play.
Let’s instead focus on how Worn Powerstone could be edited to fill the existing gap. Mixing a bit of what we saw from surrounding areas of the scaled graph, the reduced Mana cost of this new card could be easily balanced by having the Artifact being unable to untap on its own. Of course, the cost of untapping the Artifact would have to be at least equal to its Mana output, to prevent self-fuelling infinite engines.
Having the card also entering the battlefield tapped, like the original Worn Powerstone, would at this point turn it into a worse Ur Golem’s Eye, potentially coming into play untapped, if paid for immediately. This because, as we have established, the untapping cost would necessarily be at least two Mana.
All thing considered, removing the enter the battlefield tapped clause would probably be relatively safe. Not only that, but it would lead to a card not unlike Basalt Monolith, which would fall right into place in an untouched slot and would likely result in a relatively clean design.

Interestingly, we could now theorize a linear “basalt” line, encompassing Basalt Monolith, Sunscorched Jewel and all other potential combinations of equal integer values of Mana cost and Mana output. Sure, a Basalt Monolith costing one Mana, generating one Mana and untapping for one Mana would compare very unfavourably with Sol Ring. But, in the end, what doesn’t?
The complete picture
If we try and merge everything together, from the coloured Mana rocks of our previous article to the colourless staples of the format, passing through the mock cards we have theorized, we end up with a quite dense graph.

Some interesting phenomena can be noted. First and foremost, Magic has often used the enters the battlefield tapped clause to balance Mana availability at its most critical stages of the game. This tool is often used in the middle of our graph, where Artifacts cost between two and three Mana and generate between one and two. Design-wise, this is really a space worth exploring, as it may allow to print aggressively costed version of existing cards, with just the added downside of entering the battlefield tapped:
- Would a four Mana Gilded Lotus entering the battlefield tapped be too good in Commander? On one side, it would lead to a turn four that has not impacted the board; on the other, that same turn would be followed by a turn five with eight available Mana, which would be quite a spectacle
- What if we introduced a new Sol Ring entering the battlefield tapped? Would it lead to a too unbalanced format, with decks effectively having access to two Sol Rings?
The top-left corner of our graph is empty, but surrounded by cards. Any Magic player knows that’s where the coveted Black Lotus would fit. Or, more correctly, that’s where a persisting, non-self-sacrificing Black Lotus would fit. Needless to say, this is largely an uncharted territory that I believe Magic is not ready to explore. Thran Dynamo and Gilded Lotus have established that the cost of three immediate Mana, with no downside, is between four and five Mana, depending on the output’s colour. We could try and theorize what a realistic downside for a permanent Black Lotus would be, but even adding the dreaded “at the beginning of your next end step, you lose the game” clause would probably result in a bad Commander card and an immediately restricted Vintage card.
Moving downwards and linking back to our previous article, it is interesting to note how the Moxen available in Commander see relatively small play, despite their colourless nature. None of the legal Moxen are among the one hundred most played cards of the format, according to EDHRec.com. Between their relatively limited availability and the quite notable downsides, the legal Moxen often end up being not worth the effort.
Quite frankly, this leads me to believe that, were they legal, the original Moxen would be relatively fine in a multiplayer format like Commander. Sure, Mox Ruby would be an extremely powerful card in Commander, but would it really be too much in a format with Mana Crypt or Sol Ring? Of course, most Commander players would not be willing to spend hundreds of dollars for a Vintage staple, but what if we borrowed inspiration from the Battlebond Lands and ended up with something like this?

Where this leads us
I hope I managed to paint a complete and orderly picture of the most notable Mana rocks in Commander, in terms of efficiency. It is my belief that designing new cards is a process that could really benefit from a complete understanding of the missing pieces we currently have in the format. Some efficiency ratios are yet to be explored and others can probably be finetuned into new designs.
This leads us to asking ourselves: how many of the Eternal staples can and should we have in our format? How can we adapt existing cards into new designs, making sure they become good, but not excessively powerful Commander cards? How do we make sure we do not warp other Eternal formats due to a lack of foresight in card design?
The Battlebond Lands have proven to be a huge success in Commander, so what more can we expect from sets focused on multiplayer action? Until then, I’ll be in the corner, hoarding Mana rocks for my Kozilek, Butcher of Truth deck.











