How many lands should a mono-green Commander deck have?
For a mono-green Commander deck, a good starting point for lands is 36-38, but this can vary: low-curve decks might run closer to 34, while ramp-heavy or landfall decks can go up to 40+, especially with lots of mana rocks and ramp spells. Mono-green's strong ramp options often let you play slightly fewer lands than other colors, but ensure you have enough for consistent mana, aiming for roughly 33-37 lands plus 8-10 mana rocks/ramp spells for a balanced build.How many lands do you need in mono green Commander?
36 lands is often the correct answer. 37 or 35 doesn't really affect those odds very much.How many lands should you have in a mono deck?
In general, 35-37 is safe for most decks. Total the mana value of every card you want in it thats not a land. Then divide that by the number of cards you have besides lands and you will get your avg mana value.Is mono green viable in Commander?
Yes, mono-green commanders can be very good.That said, your success with a given deck comes down to how it's constructed and how you play it. Simply choosing to make a mono-green deck won't guarantee you victory just because it has the potential to be very powerful.
How many lands for a green deck?
Safe bet, I recommend at least 37 lands + 2-4 mana rocks to start with. From there, you can trim down if needed, but I wouldn't usually drop below 36 lands unless I have a really low mana curve and/or am running a lot of low cost alternate sources of mana.Your Manabase Deserves Better
Is 30 lands too little for commander?
If you're making a higher power deck you might start out with a few less. But 30 to 35 will definitely be a good starting place. If you're a landfall deck you'll probably want a few more. If you're a fast combo deck and plan to mulligan aggressively then you could do a few less.Is 40 lands too much commander?
40 lands in a Commander deck isn't inherently "too much," but it's on the higher end for typical decks; it's often perfect for high-mana curve decks, <<<>>landfall strategies, or decks with little card draw, but fewer lands (35-38) might be better if you have lots of ramp and draw spells. It depends heavily on your deck's strategy, average mana cost (CMC), and inclusion of mana rocks/ramp, with many players finding 36-40 a solid baseline for casual play.What are the weaknesses of mono green decks?
By far, Mono-Green Stompy's biggest weakness is that its interaction is extremely limited. By playing so many spells with green-heavy casting costs, you don't have the luxury to utilize Stubborn Denial or elite off-color removal spells.Is 34 lands enough for Commander?
Yes, 34 lands can be enough for a Commander deck, especially if you have significant ramp (mana rocks/dorks) or low-cost spells, but it's generally considered low; 36-38 is a safer, more standard baseline, while 34 lands risk too many "mana screw" games, meaning you won't hit your land drops consistently. You can make 34 lands work with low mana curves, heavy card draw (cantrips), MDFC (Modal Double-Faced Cards), or specific land-based strategies, but for most decks, you'll want to add more.What's a good win condition for mono green?
Finally, the clear winner for mono-green win conditions is the ultimate Overrun variant- Craterhoof Behemoth. The number of games I've won curving Avenger of Zendikar into Craterhoof is… well, a slightly distressing number in all honesty, but what works, works!Is 32 lands enough for Commander?
32 lands is generally considered low for Commander; most players aim for 36-38 lands as a baseline, but you can go lower (around 32-35) if your deck runs lots of cheap ramp (mana rocks/dorks) or has a very low average mana value, or higher (38-40+) for landfall or heavy spell decks, but 32 without heavy support often leads to mana issues. Start with 36 and adjust based on testing, cutting a land for every 3-4 ramp/draw sources you add.What is the perfect Commander deck ratio?
A good Commander deck ratio starts with 37-38 lands, supplemented by around 10-12 ramp spells, 10-12 card draw/advantage, and 10-12 pieces of interaction (removal/board wipes), with the rest dedicated to your deck's core theme and synergistic cards, as the ideal split depends heavily on your Commander and playstyle.Is mono color good in Commander?
Mono-colored commanders have some inherent weaknesses. Since each color in Magic has strengths and weaknesses, those weaknesses become more pronounced. For example, a red deck can't really interact with enchantments outside a few color pie breaks, and a green deck has little to no stack interaction.Is 42 lands too much?
You want a lot of lands on the field, so shoot for the 37-42 land range in your deck.What is the recommended land count for Commander?
For a typical Commander deck, a good starting land count is 36-38 lands, but this varies; high-powered/combo decks might use 34-37, while slower, more expensive decks or those with less ramp often benefit from 38-42 lands, with 40 being a strong baseline for consistent mana. Adjust for your deck's average mana value (CMC) and available ramp, ensuring you can hit early land drops, as missing them is punishing.What is the ideal mana curve?
The ideal is curving out perfectly with a one-drop on turn one, a two-drop on turn two, and so on (which amounts to spending 1+2+3+4+5=15 mana over the course of the first five turns). Such a perfect curve would typically beat an opponent who only manages to cast, say, 10 mana worth of cards in the first five turns.Can I use colorless lands in any deck?
Specifically for Commander: Colorless doesn't contribute to a card's color identity. You can fit Flayer of Loyalties in any deck, just like any other colorless card.How many lands for 3 color Commander?
For a 3-color Commander deck, aim for 36-38 lands total, balancing basics with non-basics like Command Tower, duals, fetches, and utility lands, plus mana rocks for ramp, adjusting based on your deck's specific color needs (pips) and curve. Start with about 10-12 basics and fill the rest with fixing lands, counting colored mana symbols to ensure you have enough of each color, especially for high-cost spells, recommends the YouTube video titled "How To Build Every Commander Mana Base | The Definitive Guide" by YouTube and a Reddit post on r/EDH by Reddit users.What is considered the best Commander deck?
The "best" Commander decks depend on playstyle, but popular top contenders include strong precons like World Shaper (Edge of Eternities) for land/graveyard strategies, Counter Blitz (Final Fantasy) for spell-slinging, and Hearthhull (Bloomburrow) for enchantment/artifact threats, with The Ur-Dragon and Thrasios/Tymna (often cEDH) consistently powerful options for optimized play. For beginners, commanders like Trelasarra, Moon Dancer offer accessible, fun gameplay.Is mono green a good starting Commander color?
Green already has a ton of really powerful Commander spells, so not having access to other colors isn't as much as a liability as playing some of the other colors. Let's take a look at what we might want to consider when building around these three!What is the 32 deck challenge?
For those who are not aware, the 32 deck challenge is to build one deck for every possible colour combination, from colourless to 5C. So the purpose of this thread is to see how far through you are, what you've brainstormed, or just to see what others are building.What is a good ratio for a Commander deck?
A good Commander deck ratio starts with 37-38 lands, supplemented by around 10-12 ramp spells, 10-12 card draw/advantage, and 10-12 pieces of interaction (removal/board wipes), with the rest dedicated to your deck's core theme and synergistic cards, as the ideal split depends heavily on your Commander and playstyle.How to build a 40 card deck in MTG?
To build a 40-card Magic: The Gathering deck, typically for Limited (Draft/Sealed), aim for 17 lands and 23 non-land spells, focusing on 1-2 colors with a good mana curve (more 2-4 drops, fewer high-cost cards), prioritizing creatures, and including removal (like BREAD: Bombs, Removal, Evasion, etc.) for interaction. Sort your cards, pick your colors, build a curve with 15-17 creatures and the rest spells, then add lands for consistency, keeping it exactly at 40 cards to maximize drawing your best cards.
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