How many land cards in a Commander deck?
Cherish Your Commander
Specifically, the "ideal" deck with a two-cost Commander and 42 lands features zero mana rocks other than Sol Ring, while the six-cost Commander's "optimal" list has ten mana rocks in total alongside 38 lands.
How many lands in a 100 card Commander deck?
As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck.How many of the same lands can you have in a Commander deck?
You can have as many lands as you want so long as you follow the rules of singleton and that the lands need to meet the color identity restrictions of your deck.Are Commander decks 99 or 100 cards?
Size: A Commander deck must be exactly 100 cards, including the Commander.How much land do I need for a 60 card Commander deck?
Traditional knowledge is that lands should make up a touch over 40% of a deck. This means about 17–18 lands for a 40-card deck and about 24–25 lands for a 60-card deck. This is a tried-and-true structure that's worked for many players for many years.What's the Right Land Count for Commander?
How many lands in a 80 card deck?
Keep in mind the mana base of the deck when doing this. It is not the same to play 8 Dual Lands and 16 Basic Lands in 60 cards as 8 dual lands and 24 Basic Lands in 80 cards.How many lands should I run?
A good formula for the number of lands in your 60-card deck, counting MDFCs partially in this fashion, is: 19.59 + 1.90 * average mana value of your spells – 0.28 * number of cheap card draw or mana ramp spells + 0.27 if you have a companion.Can you play Commander 1v1?
Duel Commander is an adapted rule set that takes Commander from a multiplayer format to 1v1 while still keeping the original essence. But there are important changes, like a different banlist. After all, what's broken in a 1v1 context is really different from what's broken in multiplayer games.Can you have 101 cards in Commander?
A Commander deck must contain exactly 100 cards, including the commander. If you're playing a companion, it must adhere to color identity and singleton rules. While it is not part of the deck, it is effectively a 101st card. With the exception of basic lands, no two cards in the deck may have the same English name.Can Planeswalkers be commanders?
A planeswalker can only be a commander if it specifically states on the bottom of the card, “this card can be your commander.” If it doesn't have that line of text, forget it. Pick a legendary creature instead. But don't take this statement too literally.Can you have 2 commanders in your deck?
A player can have two commanders if both have partner. Because both commanders start the game in the command zone, the remaining library is only 98 cards. Your two commanders are treated individually for all other Commander rules. If either leaves the battlefield, you can return it to the command zone instead.What is the formula for a Commander deck?
Deck RulesCommander decks are exactly 100 cards: 1 commander + 99 other cards (or two partner commanders + 98 other cards). Only one copy of each card (by name) can be included, aside from basic lands. All cards within the deck must match the commander's color identity.
How many Planeswalkers can you have in Commander?
How Many Planeswalkers Can You Have in Your Commander Deck? Again, there is no limit. Just make sure you abide by the singleton and color identity rules of the format.How many lands in a 99 card deck?
You have 99 cards to work with here, or 98 if you're playing with a partner commander. You'll be trying to fit about 42 lands into your deck at the most and roughly 33 at the least.What is the land count in Commander?
Unless you're going to be using a particularly strange curve, or a very Land intensive or deprived strategy, you're going to want somewhere between 33 and 42 Lands.How do I build a Commander deck?
The 4 Steps to Building a Great Commander Deck
- Step 1: Choosing Your Commander.
- Step 2: Choosing Your Archetype. Aggro. Combo. Control. Tribal. ...
- Step 3: Building the Deck. Synergy Spells. Removal. Tutors and Card Advantage. Ramp Spells. ...
- Step 4: Putting It All Together.
- Asmoranomardicadaistinaculdacar Decklist.
- Commanding Conclusion.
What is rule 0 Commander?
Rule 0 is an unofficial rule in Commander that allows players to modify the rules of a non-competitive game. The catch? Everyone who's participating has to agree to the changes before the game begins. If you're familiar with the term “house rules,” it's the same concept.Are 40K cards legal in Commander?
Warhammer 40,000 Commander cards with the 40K set code numbered 1–176 are permitted in the Commander, Legacy, and Vintage formats. Cards with the 40K set code numbered 181–317 and 322 are reprinted cards legal for play in any format where a card with the same name is permitted.Why is it called EDH?
Two years later, in 1996, Staley made Nicol Bolas the leader of his own personal Highlander deck, and with that, a new format was born. He named it Elder Dragon Highlander. Fans would later shorten it to EDH.Is 3 player Commander fun?
Three players is fun, for sure, but it makes it hard to properly play the more political meta-game of Commander, especially as you often end up feeling as though you're just bullying a player. Four, on the other hand, is basically perfect. For starters, you can see everything that's going on.Is Commander always 4 players?
Play Rules/ModifiersThis format is for four players per game and deck sizes are 99 cards + 1 commander card. The game duration for this format should be about 20 minutes per player. The Commander format is all about picking your hero and building a deck around them.
Is 24 lands enough?
Is 24 lands enough? 24 is a good rule of thumb...but it really matters on the deck. Decks that don't want to miss a land drop usually run 25-27, weenie decks (white weenie, RDW, gobs) run 20-24 depending on their mana curve. Elf decks can run on 16 sometimes because of mana dorks.What is a mana curve?
The mana curve is the idea that you have, well . . . a curve of mana costs. You draw more cards as the game goes on, meaning that you generally need more copies of cards that cost less and fewer copies of cards that cost more.What is a good mana curve for Commander?
A limited number of one-mana and five-plus-mana spells are good as well, but having a balanced mixture of two, three and four-drops is most important. With such a curve, you will usually be able to spend all of your mana in the early-to-mid-game, and few mana will go to waste.
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