Is 40 lands too much commander?

No, 40 lands isn't too much for Commander; it's actually a very standard and often recommended starting point, especially for beginners or decks with higher mana costs or less ramp, though the ideal number varies from around 36-42 depending on your deck's average mana value (CMC) and reliance on mana rocks/dorks. More lands are often better for consistency, preventing mana screw, while fewer lands (30-35) are possible with heavy ramp in lower-curve or land-focused decks.
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What's a good amount of lands in 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 39 lands enough for Commander?

I never realized how many people don't play enough lands in their Commander decks. 38 to 43 is the correct number. Very much depends on color and average cmc.
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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 a 40 card deck have?

For a 40-card Magic: The Gathering limited deck (Draft/Sealed), the standard recommendation is 17 lands, making up about 42.5% of the deck, to reliably hit land drops through turn three or four. Aggressive decks might use 16, while slower, multi-color, or bomb-heavy decks can go up to 18 lands, especially if they lack mana fixing. 
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Budget Utility Lands You Should Try Out | Better than a Booster April 2025

What is the 75% rule in MTG?

The MTG "75% rule" is a popular, unofficial deck-building philosophy, mainly for Commander, about creating decks powerful enough to compete but not so dominant they ruin the fun for casual players, finding a middle ground in power level by intentionally leaving out the most optimal, expensive, or meta-defining cards. It's about building a deck that's "75% as strong as it can be," allowing it to challenge optimized decks occasionally while still being fair in more casual games, making it adaptable for various playgroups.
 
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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 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.
 
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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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What is a good mana value for a Commander deck?

For a typical Commander deck, aim for 36-40 lands, plus 10-12 mana ramp sources (artifacts/creatures), focusing your spells between 2-4 mana value for consistency, though this shifts based on deck strategy (e.g., more lands for high curves/colors, fewer for low curves). A good baseline is 36 lands and ramping to 3-4 mana by turn 3-4 to cast your commander and other key spells. 
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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 should be in a 60 card deck?

For a standard 60-card Magic: The Gathering deck, 24 lands is the widely accepted default, making up about 40% of the deck, but this can range from 20-22 for fast aggressive (aggro) decks to 25-28 for slower control or combo decks, depending on your mana curve and reliance on mana ramp. 
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How many lands for cEDH?

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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What is a good amount of creatures to have in a Commander deck?

There's no fixed number, but most Commander decks run 20 to 40 creatures, depending heavily on strategy: creature-heavy decks might have 30+, while spell-focused or combo decks could have fewer than 10. A good starting point for a balanced deck is around 25-30 creatures, balancing them with lands, ramp, and interaction spells.
 
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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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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.
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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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How many lands are ideal for 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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What are the most common mistakes in Commander?

Deckbuilding Mistakes
  • Cutting Too Many Lands.
  • Having Too High of a Curve.
  • Self-Hosers and Non-Bos.
  • Killing Your Darlings.
  • Skimping on Interaction.
  • Overloading on Colorless Utility Lands.
  • Playing Flash Cards/Instants at Sorcery Speed.
  • Using Treasures Before Lands.
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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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How much ramp should you have in a Commander deck?

For a Commander deck, aim for 8-12 ramp spells, adjusting based on your Commander's cost and deck's curve: less for cheap Commanders (8-9), more (10+) for higher-cost ones, prioritizing 1-2 mana sources for early turns, especially in green decks which can use dorks and land-fetch spells. Total mana sources (lands + ramp) often hover around 38-40. 
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How many lines should you have in a Commander deck?

Conventional wisdom is to run just about 40 lands in every deck, but there are definitely some strategies that want to push the limits. This deck wants to run as many creature cards as possible, and is down to only 26 cards that are only lands.
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