Decks with high land counts will use these a lot. You can just cycle these away to draw cards for alternative value out of a card that would otherwise be dead in your hand.
Pretty neat! Cascade Bluffs Illustration by Brandon Kitkouski. Fixing and ramp are terms used for cards or effects that make it easier to have your cake and eat it too when it comes to lands.
Ramp usually involves putting lands from your deck onto the battlefield or using mana dorks or mana rocks to generate extra mana ahead of your curve. Fixing more or less involves making sure your colors are correct to cast your spells. This comes in the form of filtering lands , filtering artifacts, and spells that put lands from your deck into your hand to make sure your next land drop is the right one. You can take this two ways in my experience.
You can play a ton of lands and a ton of ramp to just absurdly accumulate mana sources. Or you can play ramp and fixing cards to a certain extent, say maybe 10 or so cards or more, while your land count stays low around 35 to a middle ground of 38 or so. When it comes to mana rocks a lot of players use a ratio of two rocks per one land. So if you originally ran 40 lands but you have 10 rocks, you can comfortably drop about 5 lands.
This is just a suggestion to help guide you. This is my favorite reason to run tons of lands. Mana sinks are generally some sort of activated effect or big -cost spell that you can dump a ton of mana into for powerful results. Decks that have these are going to run tons of lands, comfortably playing the 39 to 42 area without a care in the world.
It might even win them the game. Ancient Tomb Illustration by Howard Lyon. Building a 5-color Commander deck is a doozy. All other cards aside, your land base is super important. It would lead to many unwinnable games in combination with Life from the Loam or Crucible of Worlds.
I love powerful cards and strong plays, but Strip Mine was pushing it. Remember the first tip from my last article :. Approximately 39 is ideal. But you should expect your mana resources to be taxed in this format, and depending on your particular deck, you may find that you should lean toward more lands than less.
Typical 1v1 decks will usually play between 38 and 40 lands and while that may seem like too many, card decks can sometimes be unwieldy. With the most powerful fast-mana spells banned, you will have to rely on playing relatively fair with land drops, and you will often want to make them throughout the entire game. Because of the high density of counterspells, discard spells, and other disruption, you will find cards like Signets and other ramp spells drop significantly in value.
If you play a couple of mana accelerators in a game just to have your payoff spell countered, you will find that to be a losing strategy. Casual EDH is more about speed than efficiency, where competitive 1v1 is more about value, efficiency, and consistency. If you look at recent deck lists from Commander Leagues on Magic Online, you can observe a few points regarding mana bases. My pick for the best fixing lands in the format.
Combined with ABU duals and shocklands, these provide immediate and unconditional fixing. Paying 1 life is even less of a cost with a starting life total of For 2-color fixers nothing beats the originals. They are pricey, but there is no perfect replacement for them. Expect to see them frequently. Second only to original dual lands, shocklands also have the upside of coming into play untapped.
The importance of casting your spells on time cannot be understated and 2 life has even less impact than in life formats.
How to find out for sure though? EDHREC mastermind and unrepentant stax player Donald Miner did a little custom stat parsing for me, and pulled the following information from our database:.
Additionally, cEDH decks tend to run leaner land counts thanks to the decks having generally lower curves and shorter game lengths, and there are plenty of cEDH decks showing up in the database. I asked Cameron of the Laboratory Maniacs YouTube channel if he could tell me succinctly what the rough guidelines for a cEDH deck were, and like the overachiever that he is, he wrote me a detailed, multi-page breakdown of the cEDH theorycrafting behind lands and mana sources.
Jeleva and Kess Storm are a bit higher, and Food Chain Tazri tops out at 28 lands and 43 total sources. Look at the average CMC of those decks, though: 1. It feels too low, but it it truly too low? I usually go with 40 lands -1 land for each 2 non-land mana sources as a base rule. Add a comment. Active Oldest Votes.
Improve this answer. Ian Pugsley Ian Pugsley 4, 28 28 silver badges 38 38 bronze badges. I have a large number of accelerators, and lots of draw, and some of the lands are 2-mana lands, and there are a bunch of mana rocks. With all of that, I can run only 29 land and be just fine most games.
Lots of card-draw means I can hit my drop every turn. There's an aspect of risk management to Mana Rocks vs Lands, in this mass destruction for both is available and frequently played. Colors The more colors you have in a deck, the more land that deck will need - a mono color deck doesn't need specific lands to play their spells, my Marrow-Gnawer can get away with a lot less land than my Nekusar, the Mindrazer , which can get away with less than my General Tazri.
Card cost What's the average cost of your spells? Non-land mana sources Land isn't the only source of mana you can have in your deck - Elves can get by on less actual mana than some other deck types because so many elves themselves can tap for mana, both accelerating your deck and making more land coming less desirable or useful. Other Ways to Play Paying the cost of a card isn't the only way to play it, and if your deck uses one of these strategies you won't need as many land on the field at once.
General Strategy How are you planning to play your game? Conclusion There's no one solution, generally you'll want somewhere between a third and half of your deck to make mana, and most of that will likely be from land.
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