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What is a good mana curve?

The ideal is curving out perfectly with a one-drop on turn one, a two-drop on turn two, and so on (which amounts to spending 1+2+3+4+5=15 mana over the course of the first five turns). Such a perfect curve would typically beat an opponent who only manages to cast, say, 10 mana worth of cards in the first five turns.
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What is a mana curve of 4?

The four-mana slot is when you get to a real turning point and you start to want to not have too many cards. While you want to play a four-drop on turn four, you don't want to have too many of them. Having an opening hand with two or three four-drops can make your draw pretty slow.
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How many lands do you need for a 3 mana curve?

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 mana rocks is too many?

How Many Mana Rocks is Too Many? If you're playing a non-green, non-artifact based, non-mana hungry deck then I wouldn't suggest including more than five to seven rocks. This allows for the Commander staples and a couple color-pairing specific options.
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What percentage of your deck should be mana?

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 the F&$K is the mana curve?

What is the ideal mana curve in MTG Arena?

The ideal is curving out perfectly with a one-drop on turn one, a two-drop on turn two, and so on (which amounts to spending 1+2+3+4+5=15 mana over the course of the first five turns). Such a perfect curve would typically beat an opponent who only manages to cast, say, 10 mana worth of cards in the first five turns.
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What is the average mana curve on edhrec?

The average deck on EDHREC has 4.15 mana rocks.
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What is a good Commander 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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How many mana should I have in a magic deck?

A little more than 1/3 of your deck should be mana. In a 60 card deck, 24 mana will suffice. If you have too many different colors in your deck, the chance that you'll draw the right color reduces.
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How many mana rocks should you run in 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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Do lands count as 0 mana?

All other mana symbols are converted into 1. Cards without a mana cost, such as lands, have a mana value of 0.
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How many lands should you run in standard?

Since typical Limited decks need their first 3 land drops, would like to hit their 4th land drop, but don't necessarily need 5 lands by turn 5, the age-old standard of 17 lands indeed seems like a good number. For Commander decks, the equivalent to 25 lands in a 60-card deck is 25 * 99/60 = 41.25 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 are the 5 types of mana?

106.1a There are five colors of mana: white, blue, black, red, and green.
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Do you lose mana between phases?

Prior to the Magic 2010 release, mana that was unspent at the end of a phase caused 'mana burn,' meaning that you would lose one life for each unspent mana in your mana pool. While it no longer causes mana burn, mana is still emptied from your pool.
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What are the 5 mana types in MTG?

106.1b There are six types of mana: white, blue, black, red, green, and colorless.
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What MTG card takes the most mana?

PSA: There is a creature that costs sixteen mana in Magic

When people think of the biggest creature in Magic, they always think of Emrakul. Sitting at a converted mana cost of 16, however, Draco is technically the most expensive card in Magic.
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How many times should you shuffle a magic deck?

The answer is about seven for a deck of fifty- two cards, or so claims Persi Diaconis. This somewhat surprising result made the New York Times [5] a few years ago. It can be seen by an intriguing and yet understandable analysis of the process of shuffling.
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What is the rule of 8 Commander?

The rule of 8 – As a general rule of thumb for deck building: a deck list with four copies of a certain type of card has weak consistency (39.9% to draw at least one in your opening hand) while eight copies give reasonable consistency (65.4% for your opening hand).
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What is a good land base for Commander?

The number of lands can vary from deck to deck. Typically you'll hear something in the neighborhood of 30-40 lands, although some people go into the 20s for particularly fast decks, while some decks going very deep on a lands matter theme may go above 40. However, in general, I recommend around 35.
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Is 3 player Commander good?

Having 3 players at the table allows the action to move much more swiftly. The pace of the game increases, and slower decks are often punished even more. The need to punish slow starts arises from the danger of those decks being able to take out both opponents at once.
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What is the average mana base in Commander?

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 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 many mana can you play per turn?

Players start by drawing a hand of seven cards and then take turns. In a turn a player can play one mana-producing Land, play various types of spells which require varying amounts and colors of mana, and attack their opponent to try and reduce their life total from the starting 20 to zero, thus winning the game.
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