Decoding the Mana Base: How Many Lands Should Your Commander Deck Really Have?
So, you’re diving into the wonderful world of Commander, also known as EDH (Elder Dragon Highlander)? Fantastic! It’s a format brimming with possibilities, epic moments, and political maneuvering. But before you start casting those game-winning spells, you need a solid foundation: your mana base. And the burning question on every Commander player’s mind is: How many lands should the average Commander deck have?
The short answer? 36 lands. However, that’s just a starting point. The “ideal” number is a complex interplay of factors related to your deck’s strategy, mana curve, and access to mana acceleration. Think of 36 as a reliable baseline, and we’ll explore how to tweak it to perfection.
Understanding the 36-Land Baseline
Why 36? It’s rooted in probability and practicality. With 36 lands in a 99-card deck (excluding your Commander), you have a reasonable chance of hitting your land drops in the early game, allowing you to cast your spells on curve. This helps you avoid getting mana screwed and falling behind early on.
However, blindly adhering to this number can be detrimental. A deck with a low average converted mana cost (CMC) and plenty of ramp can get away with fewer lands, while a deck full of expensive bombs may require more. It’s all about understanding your deck’s needs and optimizing accordingly.
Factors Influencing Your Land Count
Several crucial elements influence the optimal number of lands in your Commander deck. Consider these factors carefully before finalizing your mana base:
1. Average Converted Mana Cost (CMC)
This is perhaps the most significant factor. A deck with a low average CMC (2 or less) can often function effectively with fewer lands, perhaps 33-35. Conversely, a deck with a high average CMC (3 or more) will likely need 37-40 lands to consistently cast its spells. Use deckbuilding tools or websites to easily calculate your deck’s average CMC.
2. Mana Ramp
Mana ramp refers to spells and abilities that accelerate your mana production, allowing you to cast spells earlier than normal. This includes:
- Mana Rocks: Artifacts like Sol Ring, Arcane Signet, and Chromatic Lantern.
- Mana Dorks: Creatures that tap for mana, such as Birds of Paradise and Llanowar Elves.
- Land Ramp: Spells that search for lands and put them onto the battlefield, like Cultivate and Kodama’s Reach.
The more ramp you include in your deck, the fewer lands you typically need. For every 3-4 pieces of effective ramp, you can consider cutting a land.
3. Card Draw
A deck with strong card draw engines can afford to run fewer lands. The ability to draw extra cards increases the likelihood of finding lands when you need them. Spells like Rhystic Study, Mystic Remora, and Blue Sun’s Zenith can provide consistent card advantage.
4. Color Requirements
If your deck is two or three colors, you need to ensure you have enough sources of each color to reliably cast your spells. This might necessitate including more dual lands, fetch lands, and other mana-fixing options, potentially increasing your overall land count.
5. Specific Strategy
Certain strategies require more or fewer lands. For example, a land-destruction deck might want more lands to ensure it consistently hits land drops to fuel its strategy. A reanimator deck may be happy with fewer lands if its main goal is to get creatures into the graveyard.
The Role of Mana Rocks and Other Mana Sources
As previously mentioned, mana rocks and other mana sources significantly impact your land count. Aim for around 10-15 mana rocks in a typical Commander deck. These rocks help you ramp into your more expensive spells and fix your mana if you’re playing multiple colors.
Creature-based mana sources (mana dorks) can be effective but are generally less reliable than mana rocks, as they are vulnerable to removal. However, they can be particularly potent in creature-heavy decks or decks that synergize with creatures in general.
Don’t Forget the Utility Lands!
When building your mana base, don’t solely focus on basic lands. Utility lands can provide valuable effects and further refine your deck’s strategy. Consider including lands like:
- Reliquary Tower: Prevents you from discarding cards due to having too many in hand.
- Command Tower: Taps for mana of your commander’s colors.
- Maze of Ith: Protects your creatures from attackers.
- Strip Mine/Wasteland: Disrupts your opponents’ mana bases.
Carefully consider which utility lands best complement your deck’s strategy and include them in your mana base accordingly.
A Formula for Land Calculation?
While there’s no perfect formula, here’s a helpful starting point, adapted from various deckbuilding guides:
Base Land Count = 36
- Add 1 land for every increase of 0.25 in your average CMC above 2.5.
- Subtract 1 land for every 3-4 pieces of effective ramp.
- Subtract 1 land for every 3-4 strong card draw spells.
This formula is a guideline, not a rigid rule. Adjust it based on your specific deck and playstyle. Remember that it will take a lot of playtesting.
Playtesting and Adjustments
The most crucial step in optimizing your mana base is playtesting. Build your deck, play several games, and carefully observe your mana situation. Are you consistently mana-screwed? Add more lands. Are you flooding with mana and running out of things to do? Remove some lands.
Pay attention to your early game and late game. Are you able to cast your early spells consistently? Are you able to ramp into your bigger spells in the mid-to-late game? Adjust your mana base accordingly.
Remember, building a Commander deck is an iterative process. Don’t be afraid to experiment and refine your mana base until it feels just right.
Commander is a great game. The insights and strategies used in these games offer valuable perspectives on problem-solving, decision-making, and strategic thinking, which are all crucial in various aspects of life. You can learn more about the connection between games and learning at the Games Learning Society website: https://www.gameslearningsociety.org/.
Frequently Asked Questions (FAQs)
1. Is 30 Lands Enough for Commander?
Generally, no. 30 lands is rarely sufficient unless your deck has a very low CMC, a ton of ramp, and a high density of card draw. You’re likely to experience mana screw frequently, hindering your ability to play the game effectively.
2. Is 37 Lands Enough for Commander?
Potentially, yes. 37 lands is a reasonable number for many midrange Commander decks. However, you still need to consider your deck’s other factors, such as CMC, ramp, and card draw.
3. How Many Mana Rocks is Too Many?
There’s no hard limit, but more than 15 mana rocks can be excessive, especially if you’re not playing a dedicated artifact deck. You risk drawing too many mana rocks and not enough impactful spells.
4. How Much Ramp Should a Commander Deck Have?
A good starting point is 8-10 pieces of ramp. Adjust this number based on your commander’s cost and your deck’s overall strategy.
5. What is the Ideal Mana Curve for Commander?
The two, three, and four-mana slots should be the most populated in your deck. A limited number of one-mana and five-plus-mana spells are also good, but having a balanced mixture of two, three, and four-drops is most important.
6. How Do I Calculate How Many Lands I Need?
Use the formula mentioned earlier: Base Land Count = 36. Add 1 land for every increase of 0.25 in your average CMC above 2.5. Subtract 1 land for every 3-4 pieces of effective ramp. Subtract 1 land for every 3-4 strong card draw spells.
7. What Percentage of My MTG Deck Should Be Land?
In a 60-card deck, aim for around 40% land, which translates to 24-25 lands. In Commander, the percentage is lower, typically around 33-42%, reflecting the higher card count and the availability of ramp and other mana sources.
8. What Are Some Good Budget Lands for Commander?
Excellent budget land options include:
- Evolving Wilds/Terramorphic Expanse: Fetch lands that can fix your mana.
- Command Tower: Taps for mana of your commander’s colors.
- Pain Lands (e.g., Caves of Koilos): Tap for colorless or a colored mana at the cost of 1 life.
- Check Lands (e.g., Isolated Chapel): Enter the battlefield untapped if you control a land of a specific type.
9. What is Commander Rule 0?
Rule 0 is an unofficial rule that allows players to modify the rules of a non-competitive game, provided everyone participating agrees to the changes before the game begins. This allows you to adjust power levels, deckbuilding restrictions, or even the number of starting life.
10. Is Force of Will Legal in Commander?
Yes, Force of Will is legal in Commander.
11. What is the Commander Damage Rule?
A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. This damage is tracked across zone changes.
12. What Makes a Commander Deck Competitive?
Competitive Commander (cEDH) decks are built to win quickly and efficiently, often relying on multi-card combos that immediately end the game. They prioritize speed, consistency, and disruption.
13. What is the 8×8 Theory in Commander?
The 8×8 Theory is a deckbuilding approach where you choose 8 different types of effects you want in your deck and include 8 cards for each effect, alongside your commander and 35 lands.
14. What is the Commander Rule 11?
Commander Rule 11 states that the only cards that are allowed to be brought in from outside the game are Companions.
15. Is 34 Lands Enough for Commander?
34 lands is a bit risky, but it might be enough if your average CMC is very low, and your ramp and card draw are exceptional.
Ultimately, the “right” number of lands is a personal decision based on your specific deck and play style. Experiment, analyze, and adjust until you find the sweet spot. Happy deckbuilding!