With A Magic Deck, How Many Lands May You Have?

In Magic: The Gathering, the number of lands needed in a two-color deck depends on the mana base and the number of lands producing each mana. For an optimal mana base, each color should have at least 8 to 12 dual lands, and each color should have at least 11-17 lands producing mana. A good formula for the number of lands in a 60-card deck is: 19.59 + 1.90 * Land Calculator for decks.

A deck with an average CMC of 1.5 or less will want to start with 20 lands as a maximum. If your CMC gets closer to 1, you can consider running more lands. The standard number of lands to play in a 40-card deck is typically 17, but aggressive decks may go as low as 15 lands if needed.

The general rule for minimum is 1/3 of the deck, so in EDH that would be 32 cards. However, most decks will need more than that. In a base 60 card deck, you should have 20 lands, in a 100 card EDH deck, it should be around 33 lands, or if you have a 240 card Fun deck, it should be around 33 lands. Lower curve decks run better with 20 or even more lands.

In conclusion, the number of lands needed in a Magic: The Gathering deck depends on the mana curve and the number of lands required for each color. A good rule of thumb is to play 17-18 lands in a 40-card deck and 24 lands in a 60-card deck. Lower curve decks run better with 20 or even more lands, depending on the format and the player’s average mana value.


📹 HOW MANY LANDS SHOULD YOU PLAY? | Magic: The Gathering

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Is there a land limit in MTG?

The rules of magic impose a limit of four nonbasic lands in a deck at any given time, in contrast to the absence of such a restriction on basic lands. Nonbasic lands frequently represent notable locales from the set’s style guide and may possess a basic land type, such as Plains or Island. Basic lands are not subject to this limitation.

Is there a max deck size in Magic?
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Is there a max deck size in Magic?

Constructed decks must contain a minimum of 60 cards, with no maximum deck size. Players can have a sideboard of up to 15 cards, and exchanges between games are not required on a one-for-one basis. A player’s combined deck and sideboard may not contain more than four of any individual card, unless stated otherwise. All cards named Plains, Island, Swamp, Mountain, Forest, and Wastes are basic.

The Standard format, introduced in 1995, became the flagship format in the constructed deck tournament scene and is most commonly found at Friday Night Magic tournaments. A variation of the format called Arena Standard is used for online play through Magic: The Gathering Arena. This format consists of the most recent standard sets (expansion/core set) releases and is included for up to three years.

The number of sets included in the standard format is at its lowest immediately after the rotation and increases as new sets are released until the oldest sets are rotated out again the following fall.

As of May 2024, the current Standard set includes Innistrad: Midnight Hunt, Innistrad: Crimson Vow, Kamigawa: Neon Dynasty, Streets of New Capenna, Dominaria United, The Brothers’ War, Phyrexia: All Will Be One, March of the Machine, March of the Machine: the Aftermath, Wilds of Eldraine, The Lost Caverns of Ixalan, Murders at Karlov Manor, and Outlaws of Thunder Junction.

Can you have 100 cards in a magic deck?

Commander is a comparable Magic: The Gathering format that permits up to four participants to engage in competition with a deck comprising 100 distinct cards, inclusive of the designated commander.

Is it bad to have more than 60 cards in a magic deck?

Sticking to a minimum deck size of 60 cards in Magic the Gathering (MTG) can improve consistency and draw key cards, reducing issues like mana flood or mana screw. Expert recommendations and majority opinion suggest this for better performance and optimal play. However, there are exceptions where playing more than the minimum deck size can be beneficial, such as decks with specific strategies or combos that benefit from a larger deck, certain archetypes or formats that require larger deck sizes, or situations where countering specific cards or strategies can be achieved with more cards in the deck.

Can you play 2 lands MTG?

Players have the option to play additional land on each turn, draw a card if they have no cards in hand, or discard a card otherwise. Aesi, Tyrant of Gyre Strait, a Legendary Creature, is a five-point, five-power serpent. The Landfall ability enables players to draw a card when a land they control enters the battlefield.

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 many lands are in a 100 card deck?

In contemplating a 100-card deck, players frequently inquire as to the requisite number of lands. In a Commander deck, it is generally recommended that 36 to 38 lands be included. However, decks that include mana dorks and inexpensive lands may require fewer.

How many lands can you play at once?
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How many lands can you play at once?

Land cards are used to produce mana for spells and abilities, but they can only be played once per turn during the main phases of a player’s turn. There are six basic lands (Plains, Island, Swamp, Mountain, Forest, and Wastes) for each color, and other non-basic lands may produce other combinations or amounts of mana or abilities. Playing a land does not use the stack and occurs immediately, with no way for players to stop it.

Creatures are summoned to the battlefield to attack opposing creatures or players and defend their controller from enemy attacks. They have two values representing their strength in combat: their power and its toughness. If a creature receives too much damage in a single turn, it is destroyed and placed in the graveyard. Creatures are divided into creature types, such as “goblin” or “wizard”, and often synergize well with each other, allowing players to build decks based entirely on one type of creature.

Is 36 lands enough in Commander?
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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.

Is 32 lands enough for Commander?

In an EDH deck, it is recommended to run 43 to 55 mana sources, with a land base of 33-40 lands and 10-15 mana rocks and other sources. These numbers may vary depending on the deck’s low cost cards or other mana sources like creatures or cost reducers. Generally, it is recommended to run at least 33 lands to ensure the first draw has enough mana. If the first draw lacks mana, players may need more land later in the game. There are no unique methods for deciding a land base, but it is essential to consider the game’s mechanics and potential issues.

Do dual lands count as 2?
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Do dual lands count as 2?

Original dual lands count as two basic land types, such as Savannah, Underground Sea, and Blood Crypt, but are expensive and only applicable in Commander, Legacy, and Vintage. Shock lands can be used instead, as they also count as two basic land types. Other land cycles like Triomes and Fetid Pools can be used, while Standard lands like Spara’s Headquarters and Xander’s Lounge can be used. The chromatic lantern doesn’t affect the domain mechanic, as it only affects the color of mana produced, not the types of the lands.


📹 How many lands & ramp cards for EDH? | MTG commander guide 2021

We simplify the math and teach YOU how to calculate how many lands and ramp cards you should play for your EDH decks.


With A Magic Deck, How Many Lands May You Have?
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6 comments

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  • This is a really interesting article! I really like this part of Commander and Magic in general (tinkering with your deck and making it more and more consistent). I don’t like having too many tutors and other cards to “cheat” consistency but I like the math behind how many cards of a certain type you should have in your deck! I currently run four commander decks: Tanazir, Kyler, Liesa, Shroud of Dusk and Lathril. Out of these four all but Lathril have a mana value of five, making the ratio discussed in this article quite perfect for them. Lathril on the other hand, has soo many mana dorks and an average mana value of 2,70 so in that deck I only carry about 34 lands to great effect.

  • This will be good for my friends getting into EDH. I’ve tried to explain the math and I get that deer in headlights look lol. The visuals here will be more valuable to newer players for sure. One question I have is when counting lands and MDFCs. Should we always assume they are going to be played for land or for the spell?

  • Thought experiment for ya: Would K’rrik, Son of Yawgmoth count as ramp? just playing him turns all of your black mana pips into Phyrexian mana meaning you can either pay a black mana for that pip or 2 life per pip. Sure you need to hit 4 mana first to even play K’rrik so ramp into him but after that he gives way more value than the 4 cmc rocks that give less such as Khalni Gem as a example 4 cmc when it enters you return two lands to your hand and you can tap it to give two mana of any color into your pool. If you ask me i would say K’rrik is ramp himself as you can easily recoup that life by attacking with him as he has life link and whenever you cast a black spell he gets a +1/+1 counter, so a very dangerous card indeed as as a card alone he is a competitively viable commander for mono black storm especially if you play Tendrils of Agony or Aetherflux Reservoir and if you go the Aetherflux route Leshrac’s Sigil wins you the game because you can bounce it infinitely to just burn everyone with Aetherflux Reservoir and it CAN be as fast as turn 1 vs 3 other people but that is not really consistent a turn 2 or 3 win is.

  • 37 lands, 10 early ramp (2cmc or less (ie llanowar elves, natures lore, arcane signet etc)), and 3 late ramp (huge mana source, 3 cmc or more ( ie Growing Rites of Itlimoc, Sword of Hearth and Home, Smothering Tithe)). For lands I try to do color fixing that doesnt come in tapped. So Ill rank what lands I go to first. Im leaving out true duals because their so expensive 1. Fetch 2. Shocks 3. Battlebond Lands 4. Pain Lands 5. Slow Lands I also use 3+ color fixing lands. The ones I like are command tower, path of ancestry and reflecting pool. In addition I try to jam utility lands in. I like the MDFCs and website Lands which go into any deck. Then there are archtype specific utility lands.

  • I believe the math is skewed in the calculator you used. It yes, you do want 3 lands, but you specifically also don’t want more than 5. The calc looks like it shows you the chances of you getting ‘at least’ 3 acceptable cards (lands), not from 3-5 as your graph shows. That would bring the acceptable number of hands down with that many lands right?

  • It’s funny how you mention how subjective “what is Ramp?” can be as a question, because you mentioned Exploration and Land Tax together as not ramp. But to me I think Exploration is Ramp and Land Tax isn’t. (Though I agree Mana Vault isn’t) Though I agree with excluding the edge cases from calculations, seems like there’s a subset of “ramp” when it comes to fitting a good number of cards in your deck, but you can also have extra cards that…do also accomplish ramp (Like 5+ cmc rocks and Exploration)

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