What is a Good Mana Curve for Commander?
When it comes to Commander, the mana curve can be a crucial factor in determining the success of a deck. A well-planned mana curve can lead to a more cohesive and effective deck, while an imbalanced one can spell disaster. In this article, we’ll delve into the concept of a good mana curve for Commander, exploring the key elements, strategies, and examples.
Understanding the Concept
A mana curve, for the uninitiated, is a graphical representation of a deck’s mana density at different points in a game. It shows how many cards with specific mana costs are present in your deck at any given point. In Commander, we aim for a curve that balances our early game momentum with our late game prospects.
Key Elements to Consider
When designing your mana curve, there are several key elements to take into account:
• One- and two-drops: These are typically your most aggressive, hard-hitting cards that kick off your game. 1 and 2 drops should make up a significant portion of your curve, as they give you early game pressure.
• Three- to five-drops: 3 to 5 drops are the primary engine of your deck. They should provide value beyond just chumping for three mana. 3-5 drops are likely to include your game’s main threats, utility cards, and/or combo pieces. *3-5 drops are the foundation of your mana curve, shaping your game’s overall feel.
• Six-or-more-drops: These powerhouses typically require more situational support and set you up for a stronger 7+ gamestate. *6+ drops should be carefully included based on the deck’s tempo and needs.
• Land density: How do your lands fit into this equation? Aim for at least 33-36% land in your total deck size. Morelands allow for more options for card draws and land hits, which can influence how you construct your curve.