How many cards in a MTG draft deck?

How Many Cards in a MTG Draft Deck? The Definitive Guide

Quick answer
This page answers How many cards in a MTG draft deck? quickly.

Fast answer first. Then use the tabs or video for more detail.

  • Watch the video explanation below for a faster overview.
  • Game mechanics may change with updates or patches.
  • Use this block to get the short answer without scrolling the whole page.
  • Read the FAQ section if the article has one.
  • Use the table of contents to jump straight to the detailed section you need.
  • Watch the video first, then skim the article for specifics.

The magic of Magic: The Gathering (MTG) draft lies in its adaptability and the constant stream of new choices. But before you dive headfirst into building your deck, there’s one crucial number you need to know: How many cards should be in your MTG draft deck? The answer is a minimum of 40 cards, including your lands. That’s the golden rule, the bedrock upon which all your drafting strategies are built. Stray from it at your peril!

Why 40 Cards is the Magic Number

You might wonder, “Why 40?” It’s not an arbitrary number plucked from thin air. The 40-card minimum is designed to strike a delicate balance between several key factors:

  • Consistency: A smaller deck size increases the likelihood of drawing your best cards. This translates to more consistent gameplay and a higher chance of executing your intended strategy.
  • Mana Ratio: With a 40-card deck, you can more effectively manage your mana ratio. You’ll typically aim for around 17 lands, leaving 23 slots for your spells and creatures. This ratio provides a good chance of hitting your land drops early while still drawing enough action later in the game.
  • Limited Resources: In draft, you’re working with a limited pool of cards. Reaching 40 cards is often challenging enough, especially if you’re inexperienced or facing tough competition. Trying to build a larger deck could force you to play weaker, less impactful cards.

Building Your Draft Deck: A Step-by-Step Approach

So, you know you need 40 cards. But how do you actually build that deck during a draft? Here’s a simplified process:

  1. Drafting: The first step is, of course, the draft itself. Focus on drafting cards in one or two colors, ideally with a cohesive strategy in mind. Pay attention to signals from other players to avoid drafting into a heavily contested color.
  2. Card Evaluation: After the draft, carefully evaluate all the cards you’ve picked. Separate them into three categories: playables (cards you’d be happy to include in your deck), borderline cards (cards that might make the cut depending on your needs), and unplayables (cards you should definitely leave out).
  3. Color Selection: Decide on your primary and secondary colors. Ideally, your playables should be concentrated in these two colors. It’s usually best to avoid three-color decks unless you have excellent mana fixing (dual lands or mana-producing artifacts).
  4. Mana Curve: Arrange your playable cards by their mana cost. This “mana curve” is crucial for ensuring you have cards to play at every stage of the game. You want a smooth curve, with a good balance of low-cost and high-cost cards.
  5. Final Cut: Start by including all your best cards in your chosen colors. Then, fill in the gaps with the best of your borderline cards, paying close attention to your mana curve and overall strategy. Aim for roughly 23 non-land cards.
  6. Land Count: The final step is to determine the number of lands you need. A common starting point is 17 lands in a 40-card deck. Adjust this number based on your mana curve. If your deck has a lot of high-cost cards, you might need 18 lands. If it’s very aggressive and low to the ground, 16 might suffice. Remember to skew your mana base slightly towards your primary color if necessary.

Common Mistakes to Avoid

Even experienced drafters can make mistakes when building their decks. Here are a few common pitfalls to avoid:

  • Playing Too Many Colors: Unless you have exceptional mana fixing, sticking to two colors is generally the safest bet. Splashing a third color for one or two powerful cards can be tempting, but it can lead to inconsistent mana and lost games.
  • Ignoring Your Mana Curve: A bad mana curve can cripple your deck. If you have too many expensive cards, you’ll be stuck doing nothing in the early game. If you have too many cheap cards, you’ll run out of steam in the late game.
  • Playing Too Few Lands: Mana screw is a frustrating way to lose a game. Err on the side of playing slightly too many lands rather than too few.
  • Including “Cute” Cards: It’s tempting to include cards with powerful abilities or interesting synergies, even if they’re not particularly efficient. Resist this temptation! Focus on cards that are consistently good, even if they’re not flashy.
  • Failing to Adjust to the Format: Each draft format is unique, with its own specific strategies and archetypes. Pay attention to what’s working well and adjust your drafting and deckbuilding accordingly.

Frequently Asked Questions (FAQs)

1. Can I play more than 40 cards in a draft deck?

Yes, you can, but it’s almost always a bad idea. Playing more than 40 cards dilutes your deck and reduces your chances of drawing your best cards. There are extremely rare exceptions, but for 99.9% of drafts, stick to 40.

2. Is it better to have 40 cards exactly or slightly more?

Strive for exactly 40 cards. A slightly larger deck introduces inconsistency.

3. How many lands should I include in my 40-card draft deck?

The general guideline is 17 lands. However, this can vary based on your mana curve and the speed of the format. Aggressive, low-curve decks can sometimes get away with 16 lands, while slower, more controlling decks may need 18.

4. What if I’m missing a color in my mana base?

Adjust your land count to favor your primary color. For example, if you’re playing a blue-red deck, you might run 9 Islands and 8 Mountains instead of 8 of each.

5. Should I include dual lands in my draft deck?

Absolutely! Dual lands that produce mana of either of your colors are extremely valuable in draft. They improve your mana consistency and allow you to play cards more reliably.

6. What’s the ideal mana curve for a draft deck?

There’s no single “ideal” mana curve, but a good starting point is to have a few one-mana spells, a handful of two-mana spells, a good selection of three- and four-mana spells, and a few five-mana spells or higher. The specific distribution will depend on your strategy.

7. What are some signs that I need more lands in my draft deck?

If you consistently find yourself mana screwed (unable to play your spells due to a lack of mana), you probably need more lands. Pay attention to how often you’re drawing lands in your opening hand and in subsequent draws.

8. What are some signs that I need fewer lands in my draft deck?

If you consistently find yourself mana flooded (drawing too many lands and not enough spells), you probably need fewer lands.

9. Can I splash a third color in my draft deck?

Splashing a third color is risky but can be worthwhile if you have a very powerful card you want to play and sufficient mana fixing. Aim for 1-2 sources for your splash color.

10. What’s the best way to determine my colors during a draft?

Pay attention to the signals from other players. If you see a lot of good cards in a particular color being passed to you, it’s a sign that that color is open. Avoid drafting into colors that are being heavily drafted by others.

11. How important is synergy in a draft deck?

Synergy is important, but it shouldn’t come at the expense of card quality. Don’t include weak cards just because they synergize well with other cards in your deck. Focus on drafting good cards first, and then look for synergies to enhance your deck.

12. What’s the difference between an aggressive and a control draft deck?

An aggressive deck aims to win quickly by playing cheap, efficient creatures and attacking early. A control deck aims to win slowly by controlling the board with removal spells and card advantage, eventually overwhelming the opponent with powerful threats.

13. How do I sideboard in draft?

Sideboarding in draft allows you to swap cards between your main deck and your sideboard (the cards you drafted but didn’t include in your initial 40-card deck) between games of a match. Use your sideboard to bring in cards that are particularly effective against your opponent’s deck, such as cards that hate on artifacts or enchantments, or cards that are good against specific creature types.

14. How does the number of cards in a Commander deck compare to draft?

Commander decks require exactly 100 cards (including your commander), unlike draft decks that need a minimum of 40. The deck building principles are different because of the singleton rule (only one copy of each card other than basic lands) in Commander and the larger deck size.

15. Where can I learn more about game design and analysis?

A great resource is the Games Learning Society at https://www.gameslearningsociety.org/. GamesLearningSociety.org is a fantastic community where you can dive deeper into the theory and practice of game design.

By adhering to these guidelines and constantly refining your skills through practice, you’ll be well on your way to becoming a formidable drafter. Now go forth and build some amazing decks!

Leave a Comment