What's a good amount of lands in a Commander deck?

A good starting point for lands in a Commander deck is 36-38 lands, but the ideal number varies, with many decks running 35-40 by adjusting for ramp (fewer lands) or landfall/high-cost spells (more lands). Generally, aim for about 37 lands plus 8-10 mana rocks/dorks to reach ~40 mana sources, though aggressive decks might use 33-35 lands, while "lands matter" decks can go up to 40+.
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How many land cards should you have in a Commander deck?

For a Commander deck, aim for 36-40 lands as a standard baseline, adjusting based on your deck's strategy, mana curve, and inclusion of mana rocks; decks with heavy ramp or landfall might go higher (40+), while aggressive, low-curve decks with mana dorks might dip slightly lower (34-37), but consistently hitting land drops is crucial for Commander.
 
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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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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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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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How To Build Your Landbase with MATH

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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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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Is 36 lands too little?

Don't worry about bloating your land base if you play tiny spells. Keep it around 36-38 and you'll be fine.
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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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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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What is a good mana curve for a Commander?

Looking at the optimal mana curves, it appears that the two, three and four-mana slots are where the majority of your spells should be. A limited number of one-mana and five-plus-mana spells are good as well, but having a balanced mixture of two, three and four-drops is most important.
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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 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.
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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.
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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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Why is the Commander called Edh?

Commander is called EDH because its original name was Elder Dragon Highlander, combining the format's initial commanders (the Elder Dragons from Magic: The Gathering's Legends set) with the "Highlander" rule of having only one copy of each card (inspired by the movie Highlander), before Wizards of the Coast adopted it and renamed it "Commander" for broader appeal and legal clarity.
 
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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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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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What is the ratio for Commander decks?

There's no single perfect Commander ratio, but a strong starting point is around 36-38 lands, 10-12 ramp, 10+ card draw, 10+ interaction (removal/wipes), with the rest dedicated to your strategy (creatures, artifacts, etc.). The ideal balance shifts with your commander and theme: tribal decks need more creatures, while spell-focused decks need fewer but more powerful spells, but always prioritize early ramp, card draw, and interaction for a functional 100-card deck.
 
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How many lands are standard?

For a 60-card Standard deck, you typically run 22-24 lands, but this varies by deck: Aggro decks might use 20-22, Midrange 23-24, and Control decks often go higher, sometimes 25+, depending on mana costs and other mana sources (like mana rocks or ramp spells). A good starting point is around 24 lands, roughly 40% of the deck, adjusting based on your deck's curve and strategy.
 
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