
Paupergeddon Spring 2026
Decklists Top 32


Manabase is often an underestimated component of deckbuilding and often, when we want to try a new archetype, we find the most common list run online and just copy it, making it spread more and more.
I don't want to explain in details how to build a good manabase: it goes beyond my capability and it would require an enormous amount of work to write, but as I always do on this blog I will discuss a specific topic: the comparison between Gainlands, Ash Barrens and Poor-man's fetches (Terramorphic Expanse and Evolving Wilds).
Editor note: Since Terramorphic Expanse and Evolving Wilds are the same, i will use the term fetches instead of any of the two, so i can say 6 fetches instead of a mix of 6 between Terramorphic Expanse and Evolving Wilds)

+ It lets you play on curve with bouncelands: gainlands can be used with bouncelands to gain a little bit more life, but by doing so you are giving up the ability to play on curve since gainlands enter the battlefield tapped. By playing fetches, you can just fetch a basic turn 1, bounce it turn 2 and you will be able to cast a 3 drop on turn 3.
This can be relevant in decks that don't need a lot of double colored lands in their manabase, and by using bouncelands and fetches they can have a better and more consistent / ready to go manabase.
A great example is Boros Bully, that usually runs a manabase like this one:
6 Plains
4 Boros Garrison
3 Wind-Scarred Crag
2 Evolving Wilds
In short, in Delver decks fetches and Ash Barrens are mandatory mainly due to the shuffle effect and Gush, while in more midrange and control decks like Rakdos Monarch or UB Alchemy a safer approach is preferred: gainlands give us access to both colors, they don't shuffle our deck (Preordain thanks us) and give us that precious extra life.

We already talked a lot about fetches, but what does Ash Barrens brings to the table?
Let's examine a common scenario revolving around counterspell: with a bicolored deck like UR Delver you will often see yourself with an island and a mountain turn 3: Ash barren gives you the possibility to cycle for an island tapping the mountain, giving you the opportunity to keep mana open for a good Counterspell.
One last example with a different deck: in UW Familiar, Ash Barrens are a godsend when we have our familiars out in play. discounting our blue spells, we can just cycle for more islands with our now-useless white mana.
We know that if Atog hits the field, we lose the game on the spot since our opponent can protect him by sacrificing some artifacts and our bolts will never be able to kill Mr. Smiley Face, but at the same time we want to draw some more cards and get a red mana source to use all the other cards in our hand.
We can also assume that a skilled Affinity player will never try to slam Atog on the board if he sees our 2 mana open and will try to play avoiding Spellstrutter Sprite too, in this situation we could Brainstorm followed by cycling Ash Barrens during our opponent end step to get new cards and fix our mana.
With a fetch instead of Ash Barrens, we couldn't have done it during our opponent's turn: Ash Barrens gave me the opportunity to keep my mana open and to better answer my opponent with the right play.
+ Synergy with Foil: Ash Barren's landcycle is particularly relevant when we need an island to discard with Foil while playing UB Angler Delver; the deck usually play only 17 lands and statistically we can't draw Gush to help us every game we play.
- Can't keep a one-land-hand: How many times, while playing a mirror match with a midrange deck, we are sweating for a good starting hand to help us gain advantage to snowball and then we open a really good hand, maybe one or two cantrip to help filter our next draws, but with only one land: if the land we're talking about is Ash Barrens, we can't keep the hand and we're forced to mulligan and start with only 6 cards in hand.
- Cycling is not free: while it's true that Ash Barrens give you instant access to your off-color, it still cost a mana to cycle it while fetches are free; this is extremely important when lands are scarce and we need our primary color.
Let's observe a situation with cantrips: it's the second turn of the game, we are playing a delver deck and we have one or more cantrips in hand, one land in play and Ash Barrens in hand: we landcycle to get a mountain/swamp and since we don't have any other land in hand, we play it. Now we can't cantrip because we used our island to cycle and we missed an opportunity to fix our hand and spend our mana efficiently, a cardinal sin for any delver deck!
- It's really bad when we're low on lands: In a lot of blue decks, we can safely keep a starting hand with only one land with multiple cantrips, since they can help us find the next land drops. But what if we can only find Ash Barrens? We almost skip a turn: we're a land behind and it may not matter that much if it's the 4th or 5th land drop, but if it's the second it may cost us the game!
A little note about bounceland interactions:
1.a) T1 Ash, T2 Tap for colorless, play bounceland, cycle Ash with the colorless i had in pool;
1.b) T1 Fetch and crack for basic, T2 cast a 1 drop and play a bounceland;
2.a) Midgame: tap a land that produces a color i'm not using to cycle with Ash and get a land that i need;
2.b) Midgame: play a fetch and fetch a color i need, but it enter the battlefield tapped.;
In the first situation, having the possibility to play a 1 drop on my second turn is essential to the gameplan of some decks like Boros Bully (and play Firebolt, Faithless Looting, Thraben Inspector or Sacred Cat); in the second situation Ash barren giving us access to untapped lands it's better for decks like Familiar that want to play Familiars or maybe just recycle that blue/black mana they're not using anymore.
You may have noticed that we don't have a clear winner regarding Ash Barrens versus fetches if we think about delver or combo decks: they both have their own pros and cons.
Like in a lot of other different situations, when a card isn't strictly better than the other, we play a mix of them to increase the chance of getting the right one at the right time and to get more options while playing..
After this comparison, let's now move on and analyze the manabase of some of the best archetypes right now!
UB Angler Delver:
8 Snow-Covered Island
2 Snow-Covered Swamp
6 Fetches
1 Ash Barrens
-1 Ash Barrens: as we said before, we can do a lot of things with it but we're scared of a seeing it as our only land so we only play one. This way we have access to 3 untapped black sources to cast Gurmag Angler before turn 4; playing 2 of them would be risky since if we find both of them in our first 10 cards we're dead.
We love to call this one-of the icing on the cake: it's inclusion is almost risk free while still enabling a lot of different plays. Who doesn't love icing on their cake?
-2 Swamps: the first one is obviously needed for the splash, the second one is the same icing as before: it's safe to play and gives us access to 2 black sources in the late game to make some plays like Gurmag Angler + Echoing Decay in a single turn, or double Echoing Decay against Affinity of UR Delver if one gets countered.
We can think about the inclusion of a third basic Swamp, but it's not worth: the second one already provide us with stability and with one more off-color only source we increase the possibility of finding them instead of the blue that we still need so much.
If we're talking about the Elusive Spellfist version of the deck, our manabase changes since we need to be more aggressive, we're also playing more cantrips since they keep fueling our blue monk's prowless:
10 Island
2 Swamp
2 Ash Barrens
3 Fetches
The only thing I would change is the second Ash Barrens, too risky for us, it's better to use a 4th fetch in its place.
UR Delver
9 Snow-Covered Island
2 Snow-Covered Mountain
4 Fetches
3 Ash Barrens
-7 Shuffle effects (between 5 and 9 recommended)
Here i would like to point out the possible switch between the 3rd Ash Barrens and the 5th fetch: we still need two Ash Barrens for their instant fixing capabilities and we need it earlier than UB Delver, furthermore we have one more land in total to work with.
The 3rd Ash Barrens is again too much of a risk: we don't want to see too many of them in the early game.
After reading Gavin Verhey's wonderful articles on how many copies of a card we need to play, we know that we usually play 3 copies of a really strong card that we don't really want to draw in multiple copies, 2 copies of cards that we still want to see occasionally, but we almost never want to draw it twice.
Ash Barrens isn't an indispensable card that we want to see every game, it can hurt us more if we draw it twice than benefit if we draw it once, especially with limited mana available: with 2 Evolving Wilds we can play a slow but steady hand, but with 2 Ash Barrens we are forced to play suboptimally.
UW TRIBE
10 Snow-Covered Island
2 Snow-Covered Plains
4 Fetches
2 Ash Barrens
This deck, loved pet deck of mine, can't afford to draw the second Plains when it needs an Island to protect our combo or cantrip: the inclusion of this extra basic land is downright dangerous, assuming that we aren't playing in an aggro metagame..
-6 Shuffle effects (between 5 and 9 recommended): Tribe is a combo deck, so it needs to find its combo pieces, accordingly we need to dig deeper in our library than a Delver deck, that's why we'd like to play more shuffle effects to better supplement our cantrips. This have the added benefit of increasing our potential white sources to 9, enhanching our chances to find a Plains before 4th turn and helping in a lot of matchups.
That said, this is in my opinion the more solid and reliable manabase to play in the current metagame after testing it for about a year:
9 Snow-Covered Islands
1 Snow-Covered Plains
6 fetches
2 Ash Barrens

I really hope that you liked this write-up, this is the kind of articles that we want to put here, with some more on the state of the metagame and on the banlist.
You will always find very specific discussions with practical examples that want to confirm or explain what we can find online, addressing arguments like manabases little by little with the purpose of leaving hints that our readers can think about.
Please, let us know what do you think about our articles and whatever can help us be better.
We just started out, so any feedback on contents, the way the article is structured and the translation will be really helpful for us to learn and grow.
See you all next time!
Original article written by Crila Peoty (Bragioto Pietro) HERE Translated by: Gabriele "gabky" Pastori
Riguardo l'autore
Scribacchino di liste e report vari, saltuariamente scrivo qualche articolo interessante. Due volte l'anno provo la conquista dei Paupergeddon di Milano/Lecco e Firenze/Pisa, finora con discreti risultati.
Pietro Bragioto
Scribacchino di liste
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