This list needs some work. Mainly I think that you will need to cut 2 cards and up your land count to 26 minimum. The curve you play sits on 3/4. Even control decks run more 1/2 drops. You need guarentee land drops on your first 4 turns since you don't run much mana ramp other than Cobra. I would not cut any of your 1 or 2 drops.
The more lands you play the less 3/4 color options(always come in tapped) you need. The main thing I noticed is that from a mana perspective this list actually more Naya than Jund. You have the option of switching for some manlands but given the number of tap lands you need to run I might not recommend it. Also Spreading Seas will be a nightmare. Playing every color but blue pretty much means they will be able to keep you off any color they feel like.
But since no one yet has answered your question. If you want a manabase at 24 this will work. You still will have the possibility of being land screwed and have to deal with lands coming into play tapped but this should atleast support all your colors. If you cut some cards you will have to adjust the manabase accordingly.
The only concern I would have with the manabase is you have more fetches than basics. It's not typically a problem. Also since you have 26 lands you can play less tap lands and put in some manlands perhaps which seems to fit with the late mid game curve of this deck. This deck doesn't aim to do anything before turn 3 really anyway. Maybe something like this:
This manabase is much smoother than the one I posted above. By the way these land list aren't just arbitrary. I actually did the calculations based off casting cost. I like doing these calculations for more complicated manabases.
Still fundamentally you should probably do something about what other posters have suggested. With all those planeswalkers and not many creatures packing the Stoneforge Package seems a little weak. Same with Sarkhan Vol, and even Garruk. Even with Elspeth. You do have some removal but it is all 3 mana investments, whereas Terminate/Lightning Bolt/Flame Slash/Path to Exile all are efficient for various creatures. With lack of creatures including those that can block, lack of cheap removal, and lack of disruption, you will be faced with playing a planeswalker and having nothing to protect it with. If you have been playing against a lot of other slow control planeswalker decks perhaps you could pull something off, then again their O-Rings and the Planeswalker Legendary rule probably just result in a lot of cancellation.
Here is my mana base. I actually played these colors in the last two major tournaments and went 6-2 in both of them. The main difference is mine is more Naya+black than Jund+white so I use KotR instead of Thrinax. And I use no planeswalkers or artifacts.
Help with mana base please.
knight can only sac forests or plains, and in a 4-color manabase you're pretty unlikely to get those on a regular basis.
Commander GU Edric Control
The more lands you play the less 3/4 color options(always come in tapped) you need. The main thing I noticed is that from a mana perspective this list actually more Naya than Jund. You have the option of switching for some manlands but given the number of tap lands you need to run I might not recommend it. Also Spreading Seas will be a nightmare. Playing every color but blue pretty much means they will be able to keep you off any color they feel like.
But since no one yet has answered your question. If you want a manabase at 24 this will work. You still will have the possibility of being land screwed and have to deal with lands coming into play tapped but this should atleast support all your colors. If you cut some cards you will have to adjust the manabase accordingly.
GWU Knightfall Modern
UW Tempo Legacy
UGR Burning Wish Cobra Vintage
3x Sprouting Thrinax
3x Garruk, Wildspeaker
3x Elspeth, Knight Errant
2x Sarkhan, the Mad
3x Blightning
3x Maelstrom Pulse
3x Stoneforge Mystic
2x Behemoth Sledge
1x Basilisk Collar
3x Trace of Abundance
4x Lotus Cobra
3x Jungle Shrine
1x Savage Lands
2x Marsh Flats
3x Verdant Catacombs
1x Arid Mesa
4x Terramorphic Expanse
2x Rootbound Crag
3x Forest
2x Mountain
2x Plains
2x Swamp
This manabase is much smoother than the one I posted above. By the way these land list aren't just arbitrary. I actually did the calculations based off casting cost. I like doing these calculations for more complicated manabases.
Still fundamentally you should probably do something about what other posters have suggested. With all those planeswalkers and not many creatures packing the Stoneforge Package seems a little weak. Same with Sarkhan Vol, and even Garruk. Even with Elspeth. You do have some removal but it is all 3 mana investments, whereas Terminate/Lightning Bolt/Flame Slash/Path to Exile all are efficient for various creatures. With lack of creatures including those that can block, lack of cheap removal, and lack of disruption, you will be faced with playing a planeswalker and having nothing to protect it with. If you have been playing against a lot of other slow control planeswalker decks perhaps you could pull something off, then again their O-Rings and the Planeswalker Legendary rule probably just result in a lot of cancellation.
GWU Knightfall Modern
UW Tempo Legacy
UGR Burning Wish Cobra Vintage
4 Jungle Shrine
4 Arid Mesa
4 Verdant Catacombs
2 Plains
2 Mountain
3 Forest
1 Swamp
Currently playing
Standard
WGRB Dark Naya
Extended
WGRUNaya Zoo
The Saga of Arkay
Trades
UBRTezzUBR
UMono-Blue-ControlU
RUGRiku of Two ReflectionsRUG
2x Abyssal Persecutor
4x Bloodbraid Elf
4x Lotus Cobra
3x Stoneforge Mystic
3x Elspeth, Kight Errant
2x Behemoth Sledge
1x Basilisk Collar
3x Maelstrom Pulse
3x Trace of Abundance
2x Terminate
3x Forest
2x Mountain
2x Plains
2x Swamps
3x Arid Mesa
3x Verdant Catacombs
2x Marsh Flats
3x Raging Ravine
3x Stirring Wildwood
3x Savage Lands
This is what Im trying out. I want to try to move in Blightning but Im not sure there is room.