Is 30 lands too little for commander?

Yes, 30 lands is generally too low for most Commander decks, leading to frequent mana screw; most players aim for 35-40 lands, often starting at 37-38, supplemented by ramp spells and rocks, though highly optimized, low-curve decks or specific "mana engine" strategies can sometimes function with fewer. The ideal balance depends heavily on your deck's mana curve and ramp package, with faster decks needing fewer lands and more ramp.
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Is 30 lands enough for a Commander deck?

36-40 lands are normal land counts for your average commander deck. You want to be playing lands every turn, ideally multiple lands a turn so you need a higher count as well as a good amount of card draw and multi-land tutors like ((Harrow)) or ((Open the Way)) as well as fetch lands.
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Is 30 lands too low?

Really depends on the deck. For just lands I go as low as 26/28 and as high as 38/40. A good rule of thumb for decks is 10 Ramp 10 Removal 10 Card Draw and No less than 36 lands although I admit I sometimes go down to 34 and as high as 42 depending on the deck. I'll usually start with 36 lands and 13 ramp cards.
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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. 
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What's a good land count for Commander?

The ideal number of lands in a Commander deck typically falls between 36 to 38, but it varies by deck strategy; you might run fewer (around 30-35) with heavy ramp/card draw or more (40+) for high-cost spells or Landfall decks, always considering your commander's cost and overall mana curve. 
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How Kindred Decks Stifle Creativity

Is 35 lands too few?

The same goes for cantrips. If your deck is full of cantrips or ways to draw cards when you play cheap spells, you don't need a ton of lands because your hand will likely never be empty. A full hand usually has a land or two to play. Around 33 to 35 lands is good for a deck that draws a lot.
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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. 
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What is the perfect Commander deck ratio?

A good starting Commander deck ratio is around 36-38 lands, 10-12 ramp, 10-12 card draw, and 10-12 removal/interaction, with the rest of the ~30 slots dedicated to your deck's theme, creatures, and finishers, but this varies heavily by strategy (e.g., creature-heavy vs. spell-focused) and your Commander's abilities. The core idea is to have enough lands for consistency, enough ramp to cast spells, and enough draw/removal to keep pace, then fill the rest with synergistic cards. 
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How many lands does Cedh have?

cEDH land counts vary but generally range from 27 to 32 lands, lower than casual EDH (36-40+) due to efficient mana rocks, low average mana costs (CMC), and high card velocity, with specific counts depending on the deck's speed, commander, and strategy, often aiming for consistency with few lands but lots of ramp/draw. 
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Is 33 lands enough mtg?

30-34 lands is the appropriate amount for any optimized non landfall deck. Should throw more ramp and enough draw in and 33 will be more than enough. Kasey Jane I would make sure to have 3 or more additional ramp options, whatever you think makes the most sense for the deck.
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How many lands for a standard deck?

For a 60-card {!nav}Magic: The Gathering Standard deck, the typical land count is 22-24 lands, but it varies: aggressive (aggro) decks run fewer (around 20-22), while slower control decks need more (24-26+), with the key being your deck's average mana cost and consistency needs. A good starting point is often around 24 lands, then adjusting based on playtesting. 
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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. 
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How many lands per average mana value?

This means that if your average mana value is three, which is fairly typical, then you should start with 40 or 41 lands and cut one land for every three or four cheap card draw or mana ramp spells in your deck.
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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.
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Why don't people play standard MTG?

High upkeep cost and fast rotation

The cost for an average LGS player is simply too high. Even with constant reinvestment, rotation happens every year and cards become obsolete. Most cards usually peak when they're legal in Standard and their price can sometimes totally crash when that set rotates out of Standard.
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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. 
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What's a good amount of lands in a Commander deck?

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.
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Are MTG cards 63x88?

Sizes which might be available for playing cards may differ because of the player's wishes and requirements. Their standard dimensions are 63 x 88 in mm, 6.3 x 8.8 in cm, and 2.5 x 3.5 in inches.
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What is the golden ratio for Commander decks?

There is no right answer, but in most cases players run from 34 to 40 lands with the middle number 37 to be the golden number. Some believe 34 are too low and 40 are too high, but it all depends on the deck. Specifically it depends upon: Colors: The more colors one deck has, the more lands it should have.
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Is 36 lands enough for Commander?

Yes, 36 lands is a very common and often good starting point for Commander, but whether it's enough depends heavily on your deck's mana curve, ramp, and card draw; higher curves or less ramp might need 38-40+, while low-curve decks with lots of ramp/draw can sometimes run as few as 30-34, though 36-38 remains the general sweet spot for most decks. 
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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.
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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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