Is 33 lands enough in edh?
For most EDH decks, 33 lands is often considered low, though it can work in specialized decks with heavy ramp (mana rocks/dorks) or low mana curves, but 36-38 lands is a safer, more standard starting point, adjusting based on your deck's overall mana strategy and average cost. You generally want around 40-50 total mana sources (lands + ramp), so 33 lands means you need ~7-17 non-land mana sources to keep up, notes Draftsim.How many lands is too much in EDH?
The proper number of lands in edh is 33 - 1 for each mana rock/dork. Ouf i play between 32 and 38. 32 is for mono green/ simic/ golgari/ selesnya/ gruul. 33 is for simic/ golgari/ selesnya/ gruul/ abzan/ temur/ bant/ naya/ sultai 34 any 4 colors w green.Is 30 lands enough for a Commander deck?
Thirty lands is generally too few for most Commander decks, leading to frequent mana screw, but it can work in highly specialized, extremely low-curve decks (like fast artifact combos) or cEDH with heavy ramp, while average decks aim for 34-40 lands, with 36-38 being a common sweet spot. Your specific land count depends heavily on your mana curve, ramp package (mana rocks/dorks/land ramp), and deck strategy (e.g., landfall vs. control).Is 40 lands too much Commander?
For Commander, 40 lands isn't necessarily too much, especially for new players or high-cost decks, but it depends heavily on your deck's strategy; 36-38 is a common baseline, with more (40+) for "lands matter" themes or fewer (30-35) for decks with lots of mana rocks and cheap spells, aiming for around 38-42 total mana sources including lands and ramp.What is the 75% rule in MTG?
The MTG 75% rule is a popular deck-building philosophy for casual formats like Commander, suggesting you build a deck about 75% as strong as it can possibly be, intentionally leaving out the most optimized, "all-in" cards to create a balanced, fun experience that competes well without dominating casual tables or struggling too much in slightly stronger metas. It's about finding a sweet spot, allowing your deck to be powerful and interactive but not so oppressive that it ruins the game for others, often by avoiding infinite combos or excessive tutors.this commander deck plays ZERO LANDS!
Is 32 lands enough for Commander?
32 lands is often too low for a general Commander deck; most players recommend starting with 36-38 lands and adjusting, as 32 lands can lead to mana issues unless heavily supplemented by many mana rocks, dorks, or a very low average mana value, though it might work in specialized, fast decks like some cEDH or artifact-heavy builds. For most players, missing early land drops with only 32 lands is a significant disadvantage.What is the 8x8 rule in EDH?
The EDH 8x8 Rule, or 8x8 Theory, is a popular deckbuilding guideline for Magic: The Gathering's Commander format, suggesting you build your 100-card deck (including your Commander) by dividing the non-land slots into eight categories, each containing eight synergistic cards, plus 35-36 lands. It's a structural framework, not a strict rule, designed for consistency by grouping effects like ramp, draw, removal, and personal themes, helping players create a solid rough draft before tuning it for their specific commander.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.Is 34 lands ok in Commander?
Aim for 36 lands in a Commander deck. You can always increase or decrease the land count from there. The more aggressive your deck is and the lower your curve is, the fewer lands you need and vice versa. Ensure that you can consistently cast your commander on curve.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 the perfect Commander deck ratio?
A good Commander deck ratio starts with around 36-38 lands, 10-12 ramp, 10-12 card draw, 10-12 interaction (removal/wipes), and fills the rest with your theme, but it's flexible; your Commander's abilities and deck's goal (combo, aggro, control) dictate the final balance, with some decks needing more creatures, others more spells.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.Is 30 lands too little for Commander?
Yes, 30 lands is generally considered too low for most Commander decks, risking frequent mana screw, though it might work in highly specialized, low-curve decks with lots of ramp, fast mana, or MDFC lands (like Zendikar's). A safer baseline for casual to mid-power decks is 35-38 lands, aiming for around 40 total mana sources (lands + ramp).Is 37 lands too much?
It depends on how many lands you need before your deck can function. But, assuming you need to hit 3 land drops, that number is 37. Both 36 and 38 will give you a higher chance of either flooding out or getting mana screwed.Is 36 lands good mtg?
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.How many lands for 3 color Commander?
So in 3 colors i run around 8 or 9 basics top, but you can get away with more basics if you lean more in other sources of fixing. For example, 23 green, 15 of each other color in a deck running plenty of land ramp seems to work for me.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 land should be in a 60-card deck?
How Many Lands Should You Play in a 60-Card Deck? The general rule of thumb for most formats is that roughly 40% of your deck should be lands, which translates to 24 lands in a 60-card deck.How many lands should a 40 card deck have?
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.How many lands should you have in a 100 card deck?
My casual decks with little if any fast mana I hardly drop below 35 lands. The general number varies between 32 and 40 depending on the deck. There are a few factors that play into it, if you have creatures that generate mana you can put less, if you run cards that let you cheat big cards you dont need as much.What is a good number of lands in Magic The Gathering?
The number of lands to play in 60-card formats depends on the deck archetype: Aggressive decks tend to run from 23 to 24 lands, midrange decks run from 24 to 25 lands and control decks run at least 26 lands.What is rule 0 in Commander?
Commander Rule 0 is an unofficial, pre-game discussion in Magic: The Gathering's Commander format where players agree on "house rules" or acceptable parameters to tailor the experience for fun, ensuring everyone's expectations align before the game begins, preventing mismatches like a highly competitive deck playing against casual ones. It's about collaborative rule modification (like allowing banned cards, silver-bordered cards, planeswalkers as commanders, or banning combos) or discussing power levels, themes, and desired game length to ensure a positive experience for the entire table, much like a "session zero" in Dungeons & Dragons.Why is it called EDH?
It's called EDH, or Elder Dragon Highlander, because the fan-created Magic: The Gathering format originated in the late 1990s using the powerful Elder Dragons as legendary commanders, referencing the "Highlander" film's "There can be only one" rule for singleton decks, and while now officially called Commander, the original name stuck among players.What is the hardest part of building a deck?
The hardest part of building a deck is getting the foundation correct. It is very important to be precise. The support columns must be in the correct place, at the correct height, and be strong and secure to support the rest of the deck.
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