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How many lands should be in a 5 color Commander deck?

In short, no, you don't necessarily need more lands for a 4- or 5-color deck. You're probably running about 37 to 38 lands already and that's a pretty good average for any deck. I'd bump that up a little bit to 38 to 40 just to be sure you've got enough lands of each color to draw.
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How many lands should I have in my 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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How many lands per color in a 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.
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How many lands should be in a mono color Commander deck?

At least 1 would be a good start. Maybe more if you have cards you want to play.
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How many basic lands in a 4 color Commander deck?

As for how many to include, 4-color decks should play 10 fetchlands, 6 dual lands, and 6 shocklands.
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MTG - How To Build a 5 Color EDH / Commander Mana Base for Magic: The Gathering

What is a good Commander deck ratio?

MTG Commander deck building ratio

As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. Naturally, you want as many special lands as you can find. Lands that generate more than one colour of mana or that have special abilities are always a great shout.
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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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Is 32 lands enough for Commander?

The equivalent land count in Commander is 30 lands, so if you're running 30 lands, you'll only hit your fifth land drop about one out of every three games.
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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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How many lands should a 3 color deck have?

For three-color decks, the tri-lands are generally the best you can get. Each provides three painless colored sources, and there is simply no other land that can do that. Hence, I start most of my three-color decks with four tri-lands. The only exception is if my deck contains zero or very few double-colored cards.
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Do lands count as colored?

Unless an effect specifically gives a land a color, lands are colorless. This is true regardless of what colors of mana a land can generate and even if a land has an additional ability that affects creatures or a specific color or if it generates an effect that just 'seems' like it should be a certain color.
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How many lands should be in a 3 color draft deck?

The standard number of lands in a draft deck is 17–18.
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What should my mana curve look like?

The general way you lay out a mana curve is from left to right with a pile for each converted mana cost, with the lowest converted mana cost cards in the leftmost pile, the highest on the right, and a pile for each other mana cost in between in ascending order.
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What is the rule for Commander deck size?

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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How do I build a Commander deck?

The 4 Steps to Building a Great Commander Deck
  1. Step 1: Choosing Your Commander.
  2. Step 2: Choosing Your Archetype. Aggro. Combo. Control. Tribal. ...
  3. Step 3: Building the Deck. Synergy Spells. Removal. Tutors and Card Advantage. Ramp Spells. ...
  4. Step 4: Putting It All Together.
  5. Asmoranomardicadaistinaculdacar Decklist.
  6. Commanding Conclusion.
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What is the ideal number of lands in MTG?

This means that if your average mana value is three, which is fairly typical, then you should start with 25 or 26 lands and cut one land for every three or four cheap card draw or mana ramp spells in your deck.
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How many lands should I run?

According to the table, you will almost always (94.6% on the draw, 90.4% on the play) hit 3 lands by turn 3 under the prescribed mulligan rule, which means that you can almost always play a reasonable game of Magic. The probability of hitting 4 lands by turn 4 is sufficient: 83.5% on the draw, 74.7% on the play.
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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 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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Is land tax good in Commander?

Land tax is really good when played early in the game and is often a dead draw late. On the contrary, even if the boost is weaker, Tithe and Gift of estates are never a dead draw.
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Do you count mana rocks as lands?

Lands for 1 mana = 1. Lands for more than 1 mana = 1.5. Mana rocks = 0.5. Land fetch spells = 0.5.
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What is the rule of 8 in Commander deck building?

The 8x8 Theory is a mathematical approach to deckbuilding for the EDH/Commander format. You start with your commander and 35 land slots, choose 8 different kinds of effects you would like to see played in your deck, and then pick 8 individual cards for each of those effects, yielding a clean total of 64 spells.
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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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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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