How Many Lands Do You Need for a Commander Draft?
Commander, a popular Magic: The Gathering format, requires players to draft cards and build a 60-card deck around a specific commander. When it comes to the number of lands needed for a Commander draft, it’s a common question that many players ask. In this article, we’ll delve into the answer and provide some guidelines to help you build a successful Commander deck.
The General Rule
A general rule of thumb for Commander decks is to have between 33 and 42 lands in your deck. This rule is based on the assumption that you’ll need one-third of your deck to be lands. However, this is just a starting point, and you may need to adjust the number of lands based on your specific deck’s needs.
Factors to Consider
When determining how many lands you need for your Commander deck, there are several factors to consider:
• Mana curve: Your mana curve refers to the distribution of mana costs for your spells. If your deck has a lot of low-cost spells, you may need fewer lands to support them. On the other hand, if your deck has a lot of high-cost spells, you may need more lands to support them.
• Commander’s mana abilities: Some commanders have abilities that generate mana or can be used to ramp into more expensive spells. In these cases, you may need fewer lands to support your deck.
• Ramp spells: Ramp spells, such as Explore or Cultivate, can help you accelerate your mana development and reduce the need for lands.
• Lands with built-in ramp: Some lands, such as Shocklands or Terramorphic Expanse, have built-in ramp abilities that can help you accelerate your mana development.
How Many Lands for a Commander Draft?
Based on the factors above, here are some general guidelines for the number of lands you may need for a Commander draft:
• Low-to-midrange decks: 36-40 lands
• Midrange-to-control decks: 38-42 lands
• Control decks: 40-44 lands
• Ramp-heavy decks: 32-36 lands
Example of a Commander Deck
Here’s an example of a Commander deck that might have a different land count:
- Commander: Atraxa, Praetors’ Voice (3 mana color identity)
- Manabase: 34 lands (including 2 Terramorphic Expanse and 2 Shocklands)
- Ramp spells: 4 Explore and 2 Cultivate
- Spells: 22 spells with a mana cost of 3 or less, and 10 spells with a mana cost of 4 or more
In this example, the deck has a relatively low land count due to the presence of ramp spells and lands with built-in ramp. The commander’s mana abilities also help to reduce the need for lands.
Conclusion
In conclusion, the number of lands you need for a Commander draft depends on several factors, including your mana curve, commander’s mana abilities, ramp spells, and lands with built-in ramp. A general rule of thumb is to have between 33 and 42 lands in your deck, but this can be adjusted based on your specific deck’s needs. By considering these factors and adjusting your land count accordingly, you can build a successful Commander deck.