What is a good mana curve?
A good mana curve is a deck-building guideline showing a distribution of card costs (mana values) that peaks in the middle (around 2-4 mana) and slopes down, ensuring you can consistently play spells each turn, maximizing mana efficiency and avoiding dead draws, though the ideal curve varies by deck strategy (aggro, control, ramp) and format, generally requiring more low-cost spells and fewer high-cost ones to "curve out" smoothly.What does a good mana curve look like in MTG?
A good MTG mana curve is usually a bell shape, peaking at 2-4 mana, with lots of 2- and 3-drops, fewer 1-drops and 4-drops, and very few 5+ drops, allowing you to consistently play impactful spells each turn and maximize mana usage, though it varies by deck type (Aggro wants low, Control wants higher, Ramp can skip sections). The goal is efficiency, ensuring you can play something meaningful every turn from early game to late game.Is 33 lands enough in edh?
The typical number of mana sources you should run in your EDH deck is 43 to 55. Aim for between 33-40 lands and your mana rocks and other sources should be 10-15.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.Is 32 lands too low?
You're playing a deck with a very low mana curve.You may be able to get away with 32-34 lands if you really only need 1-2 lands for your deck to function. This also helps increase the odds that your top-deck draws aren't dead later in the game.
Tolarian Tutor: Mana Curve and Land Bases - A Magic: The Gathering Study Guide
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.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 Commander 40 life?
If you're playing a game of Commander with three or more people, you play against each other in a free-for-all multiplayer format. Each player starts with 40 life, places their commander face-up in their command zone, and draws a hand of seven cards.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.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 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.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.How many mana should you have in a 60-card deck?
For a 60-card Magic: The Gathering deck, a good starting point for lands is 20 to 24, but the ideal number depends heavily on your deck's strategy, mana curve (how expensive your spells are), and color requirements, with aggro decks running fewer (20-22) and control decks needing more (24-27), while also considering mana-producing artifacts or lands with other effects. A common rule of thumb is about one-third of the deck, which is 24 lands, but playtesting is crucial to fine-tune this for your specific build.Is mana weaving illegal in MTG?
Just a reminder to everyone, mana weaving IS cheating. Mana weaving is when a player sorts their deck, placing 1 land per every 2 spells (approx). The deck is not randomized, it has a pattern, and is therefore illegal. If you face an opponent who mana weaves do not be afraid to shuffle their deck, it is allowed.How to optimize 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.Is power level 9 cEDH?
Power Level 9 - cEDH, basically Commander as we know it with the current banned list. Reserved List cards are legal. Power Level 8 - Commander as we know it with the stipulation all Reserved List cards are banned. Power Level 7 - Your Commander deck must be Modern legal.Is cEDH 1v1?
No, standard cEDH (Competitive Elder Dragon Highlander) is primarily a multiplayer format (usually 3-4 players) focused on high-powered, optimized decks for pod play, but you can play cEDH archetypes in a 1v1 setting, often with adjustments or by using dedicated 1v1 formats like French Commander, which has its own ban list and rules for duels.Is cEDH growing?
cEDH is growing; not just in size, but in expectation. At larger events like those hosted by Topdeck, players can expect to be held accountable at Competitive Rules Enforcement Level.Is Living Wish banned in Commander?
No; cards or effects which bring other cards in from outside the game, commonly known as “Wishes” do not function in Commander. Examples include Living Wish or Karn, the Great Creator. The rules of Magic provide very little guidance on how wishes work outside of a tournament.Is MTG still popular?
Yes, Magic: The Gathering (MTG) remains very popular, hitting record player numbers recently, generating over a billion dollars in annual revenue, and maintaining strong growth, though some players note shifts in community feel and concerns about recent design/corporate decisions. While figures vary, the consensus points to a massive player base, thriving digital presence (MTG Arena), and continued cultural relevance.Why is the Commander called Edh?
Commander is called EDH because it originated as Elder Dragon Highlander, a fan-made format where players used one of the powerful Elder Dragons from the Legends set as their commander, combined with the "Highlander" rule (one copy of each non-basic card). Wizards of the Coast adopted it officially, renaming it "Commander" (and creating the Command Zone) for branding, but EDH stuck as a popular nickname.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 a 100 card deck?
For a 100-card Magic: The Gathering deck (like Commander/EDH), the typical range for lands is 36-40, though it varies greatly; a good starting point is around 38 lands, then adjusting based on your deck's mana curve, ramp spells, and strategy, with some decks needing more (40+) and others (low-cost aggro) potentially running fewer (30-35).What is a good ratio for a Commander deck?
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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