Singleton Shmingleton - Evolving Wilds
July 1, 2024
Jesse goes completely (Evolving) Wild(s) in the newest installment of Singleton Shmingleton.

| Art by Danny Schwartz
Go Fetch!
Hello, and welcome back to Singleton Shmingleton, where I bend the singleton rules of Commander by building decks with as many functional reprints of a certain card as possible. This week's card is one of the most flexible lands out there, fixing mana in many past Draft and Standard formats and finding a permanent home in Commander. I'm talking about , the best color fixing land for under ten cents. It may not be as flashy as or , but it promises the right colors to cast your spells. Along with and the , it has democratized the serviceable mana base.
But that's not all can do. Lands and Landfall decks in all shapes and sizes use the land to fuel all of their effects that care about lands moving through different zones. Mono-colored decks like run despite it only fetching s, because that's quite the deal if it comes with a free 5/3. And recently, in Standard, brewers have used the on from New Capenna alongside and to find every land in their deck and fuel a huge for the win. That's when I started to wonder if such a deck could work in Commander. And with a new cycle of printed in Modern Horizons III, I knew this was the time to try.
There are a ton of cards similar to , including one that is and two that are , but many cost additional mana to sacrifice. There are thirty-three lands that can sacrifice themselves at no cost and search for a land. Here they are:
The most played of these cards is, in fact, , in 884,015 decks. And the next most played card is its twin (who is technically several years older) in , which sees play in 652,258 decks. After that come all ten of the all of which are sitting at just over 400,000 decks each. These are staples of Commander mana bases. And the rest aren't too far off. The from MH3 are seeing play in thousands of decks already despite being less than a month old, and is well on its way to joining the pantheon of budget fetchlands.
What a Fetching Land You've Got There
The next piece of the puzzle is how to make use of the fact that these lands all go to the graveyard, and turning to the Standard deck for answers, we find . This little creature offers a second use at all of the fetching lands, accelerating mana in huge chunks. In Commander, there are several versions of this effect, from the no-frills to the more finnicky to the crazy-mana-cost . We don't have quite the density of these effects that one can achieve in sixty-card formats, so this deck will be less of a combo deck, but they will still give us tremendous ramp.
There are two surmountable deckbuilding wrinkles that come with porting this deck over from a sixty-card format. First, it's difficult to play both enough variants and enough basics to fetch with them to be able to build the huge piles of mana the deck wants. Some versions of the Standard deck circumvent this problem by playing additional cards, going as high as sixty-eight, but that is not a solution in Commander. We'll have to run well over fifty lands for this engine to really pop off. Second, while some of the variants can be played in any deck, the new cycle comes with color-identity restrictions, and while technically any deck can play , not every deck can play a for it to fetch. In order to give us the highest density of fetchlands, we need to play all five colors. The upside is that we'll be sporting the most unconventional five-color mana base in the format, with almost thirty Basic lands and no other lands that can tap for colored mana. Seriously, we could be playing if it weren't for and its ilk. I chose to play , since he gives us a lot of options for mana sinks if we ever end up with too much mana and nothing to do with it.
...And the Spells Too!
I won't try to keep it secret that the mana base was the most fun aspect of this deck to build, but the spells were also a blast to pick. With all five colors to choose from, we get to play some of the best Lands all-stars from across the format. Finally, and can fight alongside each other. With so many flexible fetchlands, our mana is actually good enough to support some wild casting costs. But in addition to these haymaker, we'll also need to play cheap ways to dig for our lands and put them in the right zones. and are perfect, as are and . and can re-use our es for early ramp, and can do a little bit of everything.
Higher up on the curve, some payoffs really find a home in this deck. All of are tailor-made for a deck like this, where everything revolves around our lands changing zones. is the perfect token-maker, fueling itself with Retrace and benefiting from everything we want to do. And works even better than normal when all the lands we are trying to play over and over each search for other lands. Finally, I have to shout out . Why didn't anyone tell me that and had a baby, and that it was in green?! This card fits perfectly into our mana base of only basics and basic-finders, and will put a very quick clock on our opponents.
Finally, and its slimy reboot offer a grindier version of land recursion. Returning lands to hand isn't as powerful as bringing them back to play with and friends, but these cards are too cool to pass up, letting us loop lands and themselves in the most satisfying ways. can even become a sizeable threat if we leave it on the board for a few turns, and comes with built-in protection. If so many of the variants didn't require a deck with lots of colors, would be my number one choice for a commander.
The Decklist
This deck is a blast to play. The mana base is surprisingly consistent, as there are very few cards that cost double of any color except green, and you have the flexibility to fetch what you need for any given hand. The deck also feels remarkably consistent without being repetitive. There are enough lands-matter haymakers that we're sure to draw a couple every game, but they all interact with our es in different ways. Sometimes it's a game, and we get to be the beatdown, and sometimes it's a game, and we're better served by letting the game go long. Even the glue pieces, like or , can change how a game plays out. We get to have all of the fun of Lands strategies, where the lands are the star of the show, without having to play many fancy lands at all. can fill the main role of this deck just as well as can in another deck.
Until Next Time
It's time to tackle "impulse draw." This is one of the spaces within which we've seen a lot of growth in red, and it's really opened the color up to be better at digging through cards. and have become the backbone of red decks in Pauper, and have broken into Modern recently in storm, but all of these designs owe their existence to . How much of our deck can we exile? Find out next time on Singleton Shmingleton!