The Math of Manabases in Magic the Gathering: Commander by the Schulze

As you can see this deck has an effective number of lands above 46, although I am only running commander deck 36 lands. As a more experienced player I often get asked how many lands I run. Their deck might not have the same amount of ramp or card selection. The general basis is that a deck on average should have 20 pieces of ramp to advance their board state.

How to get this many lands?

Most games I played were naturally split into three nights; upon loading a save, I could make my age-end decisions and feel like I was starting fresh. I know this change will also benefit multiplayer games with friends. Deciding where to end the game during a limited hangout is a lot easier than before. Aside from some crowded menus on the 7.4-inch display, the game feels good in between the hands. After playing hundreds of hours of Civ on a keyboard and mouse, the switch to gamepad controls took some time to get used to.

How Many Lands Should Be in a Commander Deck?

What cards should be in every commander deck?

Then, we’ll punish our foes for taking our advantage-bait with draw-punishers, like Orcish Bowmasters and Razorkin Needlehead. Before long, our opponents will either deck themselves or die to our tidal wave of damage triggers in their draw steps. Mulligan any 7 card hand with 2 lands and no way to get more.

In recent years, I have seen various deck building templates that recommend around 36 lands in Commander. Indeed, the typical land count on EDHREC, according to a recent article by Magic Data Science, is 36. This would translate to 14.5 lands in 40-card decks or 21.8 lands in 60-card decks. When building a Commander deck, it is important to ensure that your mana base can consistently produce the colors of mana you need to cast your spells. If your deck has a lot of high-cost spells, you may want to include more lands to ensure that you have enough mana to cast those spells.

The new Influence points can be used to sabotage specific areas of an opponent’s domain, and this will likely be a big key in getting the timing right for your own victory. I foresee some balancing changes to military units in upcoming patches, as right now air units feel very overpowered. Mixing them with strong defense basically makes planes invincible against land units, especially if you add perks for damage against enemy aircraft that counter your attacks. As with your social policies, crisis slots are opened, and you’re presented with a few options with which to fill them. Your crisis might not drastically affect your civ if you get lucky with the random draw, but other times, it can be a real struggle to navigate. All players receive a crisis at the same time, so there’s sometimes a rippling shift in the game.

I was attacking inland cities and settlements with fleets of bombers launched from my carriers while razing coastal tiles and protecting my fleet with the other ships. In previous Civ games, this would have meant extreme micromanagement and clogged tiles. Time to take it with commercial savvy or by military force. New resources appear in each age, and you eventually build factories in the Modern Age to process special goods from far-off lands. They can benefit everything from happiness to culture to military production.

I generally had 100+ FPS while playing with AMD FSR enabled, but frequent frame drops during AI movement can make the game feel choppy. Viewing city development menus also often makes the game drop to single-digit frames; this is likely a bug that wasn’t fixed with the 1.01 patch. Our other early plays are focused on helping us and the rest of the table draw cards. Besides Xira Arien herself, who we can always use to help someone dig through the top of their library in a flash, we’ve also got a handful of easy-to-cast artifacts with symmetrical draw abilities. Xira Arien is one of a handful of three-color rare legendary creatures from Legends. She’s a three-mana Insect Wizard with flying, a 1/2 body, and an ability that lets you pay and tap her to force a target player to draw a card.

There’s more than enough content available in the base game for hundreds of hours of playtime. Having access to Civilization 7 for weeks ahead of launch has allowed me to spend more than 50 hours with the game, yet I still feel like I’ve barely scratched the surface of available content. There are leaders I’ve yet to play as, civilizations I’ve yet to lead, and victory conditions I’ve yet to achieve. On top of that, we’ve got 34 other lands, plus six spells that fetch lands from our library, and six mana rocks of various sizes.

This means about 17–18 lands for a 40-card deck and about 24–25 lands for a 60-card deck. Yes EDH is a slower format, but having to come from behind and catchup to your opponents does put you at a disadvantage when they play spells and you can’t. Now I have 3 decks, a simic with Kruphix playing 38 lands, an orzhov with Teysa Karlov playing 35 lands and an azorius with Tameshi playing 33.

Cantrips are cards that replace themselves while offering a minor effect. This is because I assume to have at least 33 lands, thus drawing a card will yield a land with 33% probability. Cards from that category that are Gitaxian Probe, Crash Through, Quicken or Scout’s Warning. It is probably useful to count Ponder and Brainstorm as simple cantrips as well. Although, they enable card selection, without a way to shuffle you will still draw the same cards. Even with ten fetchlands the probability to see one in the first ten cards (turn 3) is about 67%.

Instead, you should probably go and build a new deck after a while and then rinse and repeat your testing cycle for that until you’ve done it a few times and then build a new deck. There’s no perfect number of Lands for us to suggest, but you should be able to use the information in this article to help you find the right number of Lands for your deck. Naturally, the simplest way to fine-tune the number of Lands you need in your Commander deck, is to simply play it a lot. Playtesting doesn’t always have to be a rigorous thing; it can just be something you do every ten or so games after you’ve first made your deck. Generally speaking, the most forgiving, and probably most entertaining, format to brew in is Commander.

When to Increase Your Land Count

However, if some of your Lands are meant to be more utility than mana, then you may need a couple more. All of these things impact how many Lands you’re going to have, and it means that there’s often one very simple answer to finding the perfect amount for your deck. What I’m trying to say is you don’t have to go swapping lands around every day because you drew bad at an FNM or Saturday Commander event. Run some test games with friends or at a local shop for a few days if you think something is wrong with your lands. Even a few weeks if it’s something you’re having trouble pinpointing.

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