How Many Mana Rocks Is Too Many in Commander?
It’s the age-old Commander question, pondered over late nights, debated fiercely in game stores, and perpetually adjusted in decklists: how many mana rocks is too many? The short answer? It depends. There isn’t a magic number that applies universally. However, a general guideline suggests that for decks not heavily reliant on green mana ramp, and not focused specifically on artifact synergies, running more than 10-15 mana rocks can be excessive. Overloading on rocks can lead to drawing hands full of them later in the game, when you’d rather be casting impactful spells. The ‘correct’ number hinges on your commander, deck strategy, mana curve, and color identity. This article will explore these variables and offer guidelines to help you find the perfect mana rock equilibrium for your next Commander creation.
Understanding Mana Rocks
What Are Mana Rocks?
Mana rocks are artifacts that can be tapped for mana. They are a staple of the Commander format because they provide mana acceleration and color fixing, allowing you to cast your spells more consistently. Think of them as mini-lands that come with added versatility (and sometimes vulnerabilities).
Why Are Mana Rocks Important?
- Ramp: Mana rocks allow you to cast spells ahead of your curve, playing expensive threats sooner.
- Color Fixing: Many mana rocks produce mana of any color, ensuring you can cast your spells regardless of the lands you draw.
- Resilience: While vulnerable to artifact removal, mana rocks can be more resistant to land destruction spells.
- Synergies: Certain commanders and strategies benefit from having a critical mass of artifacts on the battlefield.
Factors Influencing Mana Rock Count
Commander’s Mana Cost
A commander with a low mana cost (two or three mana) might require fewer mana rocks. You are likely aiming to get them on the field early and then consistently cast spells. A higher-cost commander (five or six mana or more) benefits from increased mana acceleration to get them into play sooner.
Deck’s Mana Curve
A deck with a low mana curve, filled with cheap spells, needs less ramp than a deck with a high mana curve dominated by expensive creatures and spells. If your average spell costs three mana or less, you can probably get away with fewer rocks.
Color Identity
Green decks often have access to powerful land-based ramp spells, such as Cultivate and Kodama’s Reach. These decks might need fewer mana rocks as they can rely on land ramp as well. Non-green decks usually rely more heavily on mana rocks to accelerate their mana.
Strategy and Synergies
Artifact-centric decks often want a high number of mana rocks to trigger artifact synergies. Decks that win by swarming the board with creatures might need fewer rocks than decks that win through powerful individual spells. Decks that focus on ‘big mana’ strategies or casting X spells will require significant ramp.
Card Draw
The amount of card draw that a deck can produce should influence the land and mana rock count. A deck that consistently draws many cards per turn can afford to run fewer lands and mana rocks overall, as you have a higher chance of finding the mana you need.
How Many Lands to Run?
While optimizing mana rocks is crucial, don’t neglect your land base. A general rule of thumb is to run 36-38 lands in a Commander deck. Adjust this number based on your ramp spells (including mana rocks) and mana curve. If you run a lot of ramp, you can go down to 34-35 lands, but be cautious about going lower. Missing land drops is detrimental. Remember, this article from the Games Learning Society may provide further insight on the mathematics and psychology of deck building: https://www.gameslearningsociety.org/.
Identifying “Too Many” Mana Rocks
You likely have too many mana rocks if:
- You frequently draw hands full of mana rocks in the mid-to-late game when you need action.
- You have difficulty finding creatures or spells to spend your mana on.
- Your deck lacks interaction with your opponents.
- You’re not winning games because you’re spending your turns playing mana rocks instead of impactful threats.
Balancing Mana Rocks with Removal and Card Draw
A balanced Commander deck needs more than just ramp. It needs removal spells to deal with opposing threats, card draw to refill your hand, and powerful creatures and spells to win the game. If you find yourself cutting important removal or card draw to fit in more mana rocks, you likely have too many.
Examples
- Urza, Lord High Artificer: This deck likely wants to run many mana rocks because it is an artifact deck. Aim for 12-15 mana rocks.
- Korvold, Fae-Cursed King: This Jund deck can rely on land-based ramp, creature ramp and a few choice rocks. 8-10 mana rocks is a fine target.
- Feather, the Redeemed: This Boros deck wants very cheap spells, so you can aim for as low as 5-7 mana rocks.
Common Mistakes
- Over-relying on mana rocks and neglecting your land base. You still need lands to function.
- Playing mana rocks without considering their color fixing capabilities. Choose rocks that help you cast your spells consistently.
- Ignoring the vulnerability of mana rocks to artifact removal. Include ways to protect your artifacts or recover from their destruction.
- Not adjusting your mana rock count based on your deck’s overall strategy.
Frequently Asked Questions (FAQs)
1. What is the ideal balance between lands, mana rocks, and other ramp sources?
A good starting point is 36-38 lands, 8-12 mana rocks, and 2-4 other ramp sources (e.g., mana dorks, land ramp spells). Adjust based on your deck’s specific needs.
2. Which mana rocks are considered “staples” in Commander?
Sol Ring is the undisputed king. Other common staples include Arcane Signet, Fellwar Stone, Commander’s Sphere, Mind Stone, Thought Vessel, and Talismans.
3. Are two-mana rocks always better than three-mana rocks?
Not necessarily. Two-mana rocks are faster early game, but three-mana rocks can provide more mana in the long run. Consider the specific mana requirements of your deck.
4. How does my commander’s color identity affect my mana rock choices?
Green commanders can access land-based ramp, while non-green commanders rely more on mana rocks. Choose rocks that provide the colors you need.
5. What if my commander has a built-in mana ability?
If your commander can generate mana, you can potentially run fewer mana rocks. However, consider the reliability and cost of activating your commander’s ability.
6. Should I include mana rocks that only produce colorless mana?
Colorless mana rocks are useful for generic mana costs, but prioritize rocks that provide color fixing if your deck requires it. Mind Stone is a good option, as it can be cashed in for a card later.
7. How do I protect my mana rocks from artifact removal?
Include artifact protection spells like Darksteel Forge or Teferi’s Protection. Run counterspells to protect against targeted removal.
8. What is “fast mana” and should I include it?
Fast mana produces more mana than it costs to cast (e.g., Sol Ring). It is highly desirable for accelerating your game plan.
9. How many mana sources is enough in a typical commander deck?
Between 43 to 55 sources of mana is a typical amount. Lands, ramp spells, and mana rocks all count towards this total.
10. How does the presence of board wipes influence the optimal number of rocks?
If your deck contains many board wipes, you want rocks that you can quickly re-establish your board state. Rocks that cost one or two mana are preferable in this situation.
11. Should I include ramp spells or mana dorks instead of mana rocks?
The answer depends on your deck. Mana dorks are cheap, but die to creature removal. Ramp spells tend to be slightly slower. Mana rocks are more resilient, but vulnerable to artifact removal. A good mix is ideal.
12. Should mana rocks be considered ramp?
Yes. Mana rocks provide an additional reusable mana source, and allow you to cast spells earlier in the game than you otherwise would.
13. What are the disadvantages of overloading on mana rocks?
Overloading on mana rocks can result in slow hands full of rocks with no spells to cast. It can also make you vulnerable to board wipes.
14. How does the average converted mana cost (CMC) of my spells affect how many mana rocks I need?
Decks with high average CMC need more mana rocks than decks with low average CMC.
15. Should I consider the price of mana rocks when building my deck?
Budget constraints are a reality for many players. There are affordable mana rock options available (e.g., Iron Myr, Leaden Myr, and the signets), so don’t feel pressured to buy expensive ones right away.
Conclusion
Determining the ideal number of mana rocks in your Commander deck is a complex process that depends on numerous factors. By understanding your commander, deck strategy, mana curve, and color identity, you can fine-tune your mana rock count to achieve optimal performance. Remember to balance your ramp with removal, card draw, and impactful spells. By following these guidelines, you’ll be well on your way to building a powerful and consistent Commander deck. Good luck, and happy brewing!