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How many lands is good for 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.
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Is 37 lands enough for Commander?

But in general, for medium-power midrange Commander decks, try not to go below 37 lands. Missing your third or fourth land drop sucks, and you will stumble on lands far too often if you play fewer than 37 lands.
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How many lands should be in a 5 color Commander deck?

5 basic lands, one of each.
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What is the average Commander deck?

There are no hard-and-fast rules for building a Commander deck, apart from the singleton nature and a list of banned cards, like any other Magic: The Gathering format. The average deck should have somewhere between 34-42 lands, depending on its level of mana ramp, and its synergy with lands specifically.
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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.
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What's the Right Land Count for Commander?

What is the optimal land count for Commander?

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.
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What is the ideal number of lands in MTG?

The typical number of mana sources you should run in your EDH Deck is 43 to 55. Your land base should be between 33 to 40 lands and your Mana rocks should be 10 to 15. These numbers can change if your deck is full of low cost cards or if you have other sources of mana slotted in like mana creatures or cost reducers.
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What is the 75% rule in MTG?

The 75% Mindset

Basically, a 75% EDH deck is a deck that is built optimally, but purposely avoids being built for a 100% flawless game. Sometimes it's for the sake of fun, sometimes it's for the sake of budget.
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Are Commander decks worth it?

The Commander decks from All Will Be One are a good product for players looking to get into Commander. They bring players more value than they pay in cards and allow them to start playing right away. Established players have to decide for themselves if these decks are worth it.
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Is it worth it to buy a Commander deck?

It is definitely cost effective and will give you so many useful pieces for any artifact-based deck you might build that you really should buy it. I didn't even go into the extremely cool retro-boarded new cards, but those alone are worth picking up the whole package.
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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.
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Can a Planeswalker be a Commander?

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.
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How many creatures should I run in a Commander deck?

As many or as few as you need. Creatures are not necessary to make a decent commander decks. Don't give yourself limits, use creatures if their effects are synergistic with your gameplan, if no creatures fits; no big deal.
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Do you need 100 cards in Commander?

Size: A Commander deck must be exactly 100 cards, including the Commander. In other words, an EDH deck consists of one Commander (or two if both have Partner) and 99 (or 98) other cards.
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Can you go over 100 in Commander?

A commander deck has to be 99 cards + the commander, for a total of 100. It cannot be any more or any less. 903.5a Each deck must contain exactly 100 cards, including its commander.
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Do you need 4 people to play Commander?

The standard size of a Commander game is four players, but anything two or bigger is possible. Meanwhile, Singleton means you can only have one copy of any card that isn't a basic land. Including your Commander (we'll get to that), decks have to be 100 cards. Another notable thing about Commander is the life total.
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Is MTG Commander good for beginners?

Starter Commander definitely gets my recommendation as a good introductory product. For established players, I'd say you should only buy this if you're planning to introduce new players to the game or just want to grab some new decks at a low cost to play out of the box with your playgroup.
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Are Commander decks 100 cards or 101?

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.
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What is the best Commander deck to build?

Magic: The Gathering - 10 Best Commander Decks To Guarantee A Win
  1. 1 Breed Lethality.
  2. 2 Built From Scratch. ...
  3. 3 Plunder The Graves. ...
  4. 4 Vampiric Bloodlust. ...
  5. 5 Draconic Domination. ...
  6. 6 Planar Portal. ...
  7. 7 Devour For Power. ...
  8. 8 Prismari Performance. ...
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Should you always have 7 cards in your hand in MTG?

402.2. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in their hand, but as part of their cleanup step, the player must discard excess cards down to the maximum hand size.
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What is the vanilla rule in MTG?

What Are Vanilla Creatures in MTG? “Vanilla” is a slang term used to describe a creature in Magic that has no abilities. It's just a basic creature with power and toughness, a type line, and mana cost, and usually a block of flavor text (check out Catacomb Crocodile for some premium vanilla creature flavor text).
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What is 510 rule in mtg?

A player assigns a creature's combat damage according to the following rules: 510.1a Each attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don't assign combat damage at all.
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What is the best ratio for a magic deck?

You can have more, but I recommend sticking as close to 40 cards as possible while aiming for a ratio of 24 playable cards to 16 lands, adjusting for your curve as you see fit.
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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.
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What is a good mana curve?

A balanced mana curve (one that has the majority of its spells around 3-4 CMC) works very well most of the time. If a deck has the majority of its spells from 3-4 that means that they will be able to cast most of their spells by turn 3 or 4. It is usually pretty hard for a deck to win in two turns.
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