Is 40 creatures too many?

Whether 40 creatures is too many depends entirely on the context, like game type or setting (e.g., a few large zoo animals vs. many small ones), but in Magic: The Gathering, 40 creatures is often a high but viable number for creature-heavy decks, balancing threats with other necessary spells like lands and removal, though standard 60-card decks usually run fewer (around 20-25), while Commander decks might comfortably run 30-40+ in creature-focused strategies.
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Is 40 creatures too many in Commander?

You'll want as many of the chosen creature types as possible if you decide to run a typal deck. Depending on the creature type, you could run at least 30 to 40 or more creatures in the build. Of course, this also depends on the utility of each creature you include.
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Is 40 lands too many mtg?

36-40 lands is usually quite nice for all decks. 40 lands is slightly on the high side, and this usually works out for the better. It's just tempting to put in more interactions and responses.
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How many creatures should be in a 40 card deck?

For a 40-card Magic: The Gathering deck, typically used in Limited formats like draft or sealed, you generally want around 14-18 creatures, balancing them with 17 lands and 6-8 other spells (removal, tricks, card draw) for a strong mix of threats and answers. A good starting point is 16-17 creatures and 17 lands, leaving about 6-8 non-creature spells, but this can shift based on your deck's strategy (aggro, control) and mana curve. 
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How many creatures should be in a 60 card deck?

For a 60-card deck, the number of creatures varies greatly by strategy, but a common starting point is around 20-24 creatures, often aligning with a 40% creature, 40% land, 20% other spells ratio, though aggressive decks might run more (24+) and control decks fewer (15-20). The key is consistency with your game plan: Aggro needs early threats, control needs finishers, so tailor your creature count to how you win. 
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What is the perfect MTG deck ratio?

Conventional wisdom is to have 40% of a deck being mana (16/40 in Limited, 24/60 in Constructed, 40/100 in Highlander), but curve, mana sinks, and game plan may shift it up to 50% or down to 30%.
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Is it ever right to play zero lands?

There's no rule about the number of lands you need in your hand in order to be able to keep your hand. There have been multiple no-land decks in Magic's history. The most well-known are Legacy manaless Dredge and no-land Belcher.
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How much mana should be in a 40 card deck?

For a 40-card Magic: The Gathering deck (common in Limited formats like Draft/Sealed), the standard guideline is 17 lands, making up about 42.5% of the deck, though you can adjust to 16 for aggressive decks or 18 for slower, more control-oriented ones. The exact number depends on your deck's mana curve and color requirements, focusing on casting threats efficiently. 
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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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Can you play MTG with a 40 card deck?

If you have one or more ways to shuffle cards from your graveyard back into your deck, it makes more sense to stick to 40 cards. But when that isn't an option, running a bigger deck is a decent backup plan.
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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.
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How many lands should I put in a 40-card deck MTG?

A common guideline suggests including about one-third of your deck as lands when building a 40-card configuration. This translates to roughly 13-17 lands depending on various factors such as your overall strategy and card types included.
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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.
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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 a good amount of creatures in a Commander deck?

There's no fixed number for creatures in a 100-card Commander deck, but a good starting point is 20-30 creatures, though it heavily depends on your deck's strategy, ranging from under 10 for spell-heavy decks to over 40 for creature-focused builds, balancing them with lands, ramp, and interaction spells. 
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Do Commander decks need exactly 100 cards?

Yes, Commander decks must be exactly 100 cards, including your legendary creature commander, meaning 99 other unique cards (or 98 with two "Partner" commanders). The only exception is if you use a Companion card, which can make your deck 101 cards (Commander + 99 + Companion).
 
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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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How many lands do you typically want in a Commander deck?

Commander, and for creature based decks you usually want 30-35 creatures. 36-38 lands (40 if your curve tends higher. I like 6-8 Mana producing artifacts or cost reducers to help smooth and speed out your threats or pieces of your combo. (More like 10, again if you tend to have a higher curve).
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How many creatures should I have in a 40 card deck?

For a 40-card Magic: The Gathering deck, typically used in Limited formats like draft or sealed, you generally want around 14-18 creatures, balancing them with 17 lands and 6-8 other spells (removal, tricks, card draw) for a strong mix of threats and answers. A good starting point is 16-17 creatures and 17 lands, leaving about 6-8 non-creature spells, but this can shift based on your deck's strategy (aggro, control) and mana curve. 
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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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Is it 40 or 60 card deck mtg?

Minimum 60 for the competitive formats (standard, modern, pioneer) no cap but adding more cards usually makes your deck less consistent. Commander is 100 cards. In regular magic, there isn't an upper limit but there are variants with 60 cards with a limit.
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Can you mulligan to 0 in MTG?

A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans.
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Can you respond to a player tapping a land?

They can tap in response to the spell, they cannot tap in response to you tapping their lands for mana.
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What is the rule 305.7 in Magic: The Gathering?

305.7. If an effect sets a land's subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type.
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