In Magic: The Gathering (MTG), each color needs to have at least 11-17 lands producing mana in a 60 card deck. This depends on the number of lands desired and the devotion each spell has. A better rule of thumb for land is 40, meaning 24 lands in a 60 card deck. Adjusting this number depends on the player’s mana needs, with cheap spells requiring 22 lands and expensive spells requiring 26 or more.
For an optimal mana base, 8 to 12 dual lands should be included in a 99-card deck, counting MDFCs partially. Factors such as mana tutors, card ramp spells, cantrips, mana curve, and MDFCs can influence the number of lands. The ideal creature to spell ratio in an MTG deck will depend on the deck’s strategy and the current metagame. However, a general guideline is to include around 20-26 creatures in a 60-card deck.
In Magic: The Gathering, players start with a deck of at least 60 cards, which can include various card types such as creatures, spells, artifacts, and lands. A mana base can be simple or complex, featuring multiple colors of mana, lands with unusual abilities, and indirect methods of making. The number of creatures in a deck typically does not matter as much as the ratio of mana to spells. Your typical 60 card MTG deck has between 21 and 24 lands, with the rest being spells.
A white 60-card deck often includes about 23 to 26 lands, providing a stable mana base for casting creatures and spells. Modern decks run between 18 to 23 lands, depending on whether they are blue-based, aggressive, or midrange/control decks. Pauper decks typically run between 18 to 23 lands, depending on their style.
Having an average of 25 creatures is enough to run at least 37 to 38 lands while still having enough protection, ramp, tutors, graveyard, and other spells.
📹 MTG Top 10: Creature Lands | Magic: the Gathering | Episode 89
If you enjoyed this top 10, you’ll love this playlist: https://www.youtube.com/playlist?list=PLTwmaYQlsTX5pEbnf-cY3wyZfvn7ppfOl …
Is 22 lands enough?
If the average mana value is three, it is recommended to begin with 25 or 26 lands and eliminate one land for each three or four inexpensive card draw or mana ramp spells present in the deck.
How do you count lands in MTG?
The number of lands in a 60-card deck, inclusive of MDFCs, is calculated using the following formula: 19. The total number of lands in a 60-card deck, inclusive of MDFCs, is 59 plus one. The number of lands in a 60-card deck, including MDFCs, can be calculated using the following formula: 90 multiplied by the average mana value of spells, minus 0. 28 multiplied by the number of cheap card draw or mana ramp spells, plus 0. 27 if a companion is present.
What is the land ratio for MTG?
In a Magic: The Gathering deck, it is recommended to include 24 lands for balanced mana access, following a 40 ratio. Adjust the number based on deck strategy, with more lands for control or ramp decks and fewer for aggressive, low-curve decks. Consider mana curve, color requirements, and non-land mana sources to avoid mana screw and flooding. Test and tweak land count to ensure consistent performance. Blue 60-card decks, known for control and manipulation, typically include 24 to 27 lands in a 60-card format to ensure a consistent mana supply for spell casting during crucial moments of the game.
What is the ideal land count for Commander?
The latest deck-building templates indicate that approximately 36 lands are typically included in a Commander deck, with the average land count on EDHREC being 36, which is equivalent to 14. A total of five lands are typically included in 40-card decks, which represents a ratio of 21:5. A Magic Data Science article indicates that 8 lands are optimal for 60-card decks.
How many land in 60 card magic deck?
Playing a card involves announcing a spell and paying its mana cost, which takes lands. A 40 card deck typically has 17-18 lands, while a 60 deck has 24 lands. If playing cards with five or higher mana costs, increase the number of lands. For example, if the critical cards cost four mana and you want to cast them on turn four, you need to hit your first four land drops. To draw four lands in ten cards, you need to play at least 40 lands, which means 16 lands in a 40 card deck.
If your important cards are five drops, you need to play them on turn five, which requires 45 lands in your first eleven cards, or slightly over 18 lands. With 17 lands in your 40 card deck, you have a 42. 5 chance of a randomly drawn card being a land.
How many creatures in a 60 card deck?
In a 60-card MTG deck, the ratio of mana to spells is of greater consequence than the number of creatures, as creatures are, in fact, spells and thus contribute to the total mana to spells ratio.
Is 36 lands enough in Commander?
The Elder Dragon Highlander (EDH) or Commander players typically aim for between 32 and 42 lands in their deck. To build an optimal mana base in a singleton format with 100 cards, it is safe to start at 36 lands and adjust based on personal preferences and the curve of your deck. To determine the number of lands needed, consider factors such as the aggressiveness of your deck and the lower curve, and ensure that you can consistently cast your commander on the curve.
Add 5-12 mana rocks depending on the depth of your deck, and run Sol Ring and Arcane Signet for optimal results. Variables to consider include the number of lands, mana curve, number of mana rocks, when to decrease or increase land count, and the use of Sol Ring and Arcane Signet.
Do lands count as spells in magic?
Playing a land is a special action that does not use the stack and does not require passing priority for resolution. It is a special action that does not use the stack and does not require players to respond to it with instants or activated abilities. Lands represent locations under the player’s control, most of which have mana abilities. Most decks need a high number of mana-producing lands (typically between 33-50 of the total deck) to function effectively.
Taking mana from the lands represents the strands of magic, as described in “The Player’s Guide” by Wizards of the Coast. The most commonly printed Magic cards are the five basic lands, one for each color, each intrinsically producing one mana of a specific color. The flavor behind playing lands is that they are colorless on their own, and players can’t respond to them with instants or activated abilities.
How many creatures lands spells in a Commander deck?
The text outlines the process of fitting 42 lands into a deck, with 33 at the minimum, and 99 cards to work with. The land counts depend on various factors and complement the deck construction. Some decks run lots of lands, such as those with 99 lands and a commander like Child of Alara. For decks running big spells and ramp spells, the goal is to have 37-42 land range in their deck. These land counts are crucial for effective deck construction.
How to calculate lands in MTG?
The number of lands in a 60-card deck, inclusive of MDFCs, is calculated using the following formula: 19. The total number of lands in a 60-card deck, inclusive of MDFCs, is 59 plus one. The number of lands in a 60-card deck, including MDFCs, can be calculated using the following formula: 90 multiplied by the average mana value of spells, minus 0. 28 multiplied by the number of cheap card draw or mana ramp spells, plus 0. 27 if a companion is present.
How does land work in MTG?
Magic: The Gathering is a card game where players bring their own deck of cards and play each other. The game was first developed by Richard Garfield and accompanied the first version in 1993. The rules have been frequently changed by Wizards of the Coast, mostly in minor ways. In the most-played form, players draw a hand of seven cards and take turns. In a turn, a player can play one mana-producing Land, play various types of spells requiring varying amounts and colors of mana, and attack their opponent to reduce their life total from 20 to zero, thus winning the game.
A typical game of Magic involves two or more players acting as powerful wizards, known as Planeswalkers. Each player has their own deck of cards, either one previously constructed or made from a limited pool of cards for the event. A player typically starts the game with a “life total” of twenty and loses when their life total is reduced to zero. Some cards specify other ways to win or lose the game.
Magic has many variants and is known for its embrace of house ruling, making it official when it catches on. Commander started as a fan-created format.
📹 Top 10 Best 1 Mana Creatures in MTG
In Magic, the less you mana you have to pay for a spell, the better. As a result, 1 Mana creatures often form the backbone of lots of …
Since a lot of people were wondering how their favorite creature land did, here are some of the others with 10 or more points who didn’t quite make the list: #11: Creeping Tar Pit (PT: 8, GP: 29 =45, tied with Faerie Conclave, but gave the Conclave an edge because of more PT Top 8s) #12: Needle Spires (PT: 3, GP: 38 = 44) #13: Stirring Wildwood (PT: 4, GP: 24 = 32 #14: Lavaclaw Reaches (PT: 3, GP: 11 = 17) #15: Wandering Fumarole (PT:, GP: 15 = 15) #16: Stalking Stones (PT: 6, GP: 1 = 13) #17: Ghitu Encampment (PT: 4, GP: 4 = 12)
Your mention about the U/W control based on Celestial Columnade really hit for me. Have one guy who runs a deck exactly that, and it seems there’s jack all I can do vs. it. Anything involving having creatures out? Tucked into the deck. Involving casting any spells? Counterspells. The best things I can think of that might counter it are Strip Mine and Wastelands, but those aren’t modern legal.