magic the gathering How many lands do I need for a Commander deck?

Using it with a creature like Blightsteel Colossus can even help win you the game. If you need to hold off a particularly dangerous attacker, you can keep yourself safe with this land. Alternatively, if you want to get an attack trigger off something like Etali, Primal Storm but don’t want it to die in combat, you can use this on your own creature. Point-removal spells like Swords to Plowshares and wraths, also known as board wipes (named for Wrath of God) are what I’d consider to be offensive interaction.

When building a Commander deck, one of the most important aspects to consider is your mana base. This section will discuss different types of mana sources and how to balance them in your deck. Arena has a hand-smoothing algorithm that has influenced players to play fewer lands or to change up the combination of what lands they play in the past. Looking at some of the current decks in Brawl, land counts don’t get too low. Ideally you’d run two or three of each basic for consistency’s sake and the ability to fetch them with ramp spells like Rampant Growth.

Beware of Colored Sources

Keep in mind that these numbers may vary depending on your deck’s strategy and mana curve. In general, you should aim for 33 to 40 lands in your deck, alongside your other mana sources like mana rocks and ramp commander deck spells. To use one of my previous examples, you can play any card that has black or blue in its color identity if you’re playing Yuriko, the Tiger’s Shadow as your commander. This means that mono-blue cards, mono-black cards, Dimir () cards, and colorless cards are all good.

If you go with Wizards’ official rulings then you have a limit of six players per table, which is pretty reasonable. Nykthos, Shrine to Nyx works well in most mono-color decks, so long as you are running a lot of permanents. It won’t always be able to pay out big amounts of mana, but when you’re only running one color you can afford a land that just taps for colorless sometimes. Boseiju, Who Endures is a pretty comprehensive form of removal, and it’s cheap to channel, even without the cost reduction. Being a legendary land isn’t as big of a drawback in Commander as in other Constructed formats because you can only have one of each card anyway.

If Prosper, Tome-Bound is leading your deck, you’d probably want more impulse-based “card draw”. Another way to use EDHREC to help you find your wincons is to go to your commander’s page. I always have a hard time figuring out how many lands to put in my decks. The reasons are simply that either I have to mulligan because I don’t see first hand lands, or because I see too many lands in the late game. The typical number of mana sources you should run in your EDH Deck is 43 to 55.

Can you have more than one special land in a Commander deck?

It also makes sure that everyone agrees on how the games will be played and that everyone has fun. Every once in a while things will be removed from the list to allow a deck some specific win condition. When this happens there’s usually an implicit (or explicit) promise from the person playing the banned card that they won’t abuse it in a way that makes it unfun for everyone else. Ban lists get modified depending on what’s agreed on during the group talks proposed by Rule 0, and land destruction and infinite combo pieces usually get added to the banned lists. Other groups add cards to the list because they find the interactions boring, annoying, or excessively hard to deal with.

Plenty of strategies in edh and as such it is color identity of your commander dependent, cmc of your cards dependent, and desired pace dependent. In a trying to combo out asap deck I run limited lands around 24 lands with mana rocks galore and then tutor and my 2 or 3 ways to combo out. The rest of the deck is removal so if my strategy slips to turn 4 or 5 I’m able to defend myself from table politics. If I’m just casually playing I run about 40ish lands and some rocks as land destruction is a thing aforementioned in the thread.

The Command Zone – The Ultimate Guide to Lands The Command Zone #455 Magic: The Gathering Commander EDH

If your deck isn’t leaning into a particular strategy that necessarily cares about cards of a particular mana value, you want to aim for a lower overall curve. That doesn’t mean you can’t play expensive spells that cost 6+ mana, it just means you should avoid running too many without a clear plan on how you’re going to cast them. Some decks run a number of mana rocks to help their sources and don’t really care about how many lands they have. They have either no need for lots of mana or they have other ways to cast their spells and generate more mana.

How Many Cards Can You Have in Commander?

Since there are a bunch of little nuances that come with deck building, we took a look at some of the most viable ones out there to help make your designing process a little smoother. Here’s everything you need to know about your color choices when building your next Elf Kindred deck. Just when building initially or fixing a deck that is not working, try using this list. As you get comfortable with your deck, then deviate from the numbers above to suit your play style and group.

This comes in the form of filtering lands, filtering artifacts, and spells that put lands from your deck into your hand to make sure your next land drop is the right one. You could also be running a deck that doesn’t play a lot of mana rocks and want to make sure that you don’t miss out on mana. Some decks even base their strategy around lands, like the landfall ability, so they’ll stuff everything they can into their deck to make sure they don’t miss any triggers.

It’s like spending an extra mana to Time Warp twice and you have no restrictions on what you can copy. You need a means of filling your graveyard before you’re happy to play this cave, but it has a very high ceiling for the low opportunity cost of a tapped land. You get access to pure Elven power with a straightforward deck strategy. All in Elf decks tend to follow a singular strategy, play Elf creatures and lord or anthem effects until you reach critical mass and then swarm over your opponents in a single turn. Each color combination and commander page on EDHREC has a handy “mana artifacts” section that can help get you started. I would try to include about eight to twelve cards that fall into the ramp category.

You’ll also probably see a lot of fetch lands and the like in these builds. There are a couple of tricky decks with 99 lands and a commander like Child of Alara, but that’s another story. You’re probably going to want a lot of lands on the field, so you’ll be shooting for the land range in your deck.

I played this once or twice before we agreed it was extremely boring and I wouldn’t be playing it anymore. It’s no fun seeing other players just look bored and concede because you did something that essentially ruined the game. Making sure that everyone is on board with what’s about to be played beforehand ensures that everyone has fun.