The specific colours for each strategy vary depending on the format. Land cards are what allow you to cast spells each turn by providing mana, but you can typically only put one down each turn. At the same time, if you reach the late-game, drawing a land could be the end of you. You can end up with no land all game, or far too much land, so knowing how much is the right amount is essential to building a Magic: The Gathering deck from scratch.
Aggro decks tend to be made up of lower-cost cards; this means you can afford to have fewer lands as a result. You need to understand your mana curve.
More importantly, you need to control it. You want to be able to cast a spell or two every turn, and having too many expensive cards will stop you doing that.
You can have up to four of any card, such as creatures and spells, in your deck. On the draw, you only need 23 lands. The extra draw step makes a big difference! Sideboarding in and out lands is something that many of the top pros do constantly, and the numbers in the table indicate that this is a valid strategy.
After all, such a reduction would come at the cost of more frequent mulligans as you can observe in the column with the expected opening hand size. Sometimes, you have to look beyond the numbers. But more so in Limited than in Constructed, you should check if you still have enough colored mana sources for each of your main colors before doing this. Ultimately, the decision on how many lands to put in your deck is a trade-off between mana screws and mana floods.
Calculating the probability of hitting 4 land drops by turn 4 is relatively easy—anyone with a basic knowledge of probability theory should be able to replicate my results with a simple spreadsheet or program—but adequately weighing the relative impact of mana screws and floods is more difficult.
It also depends on your deck and the format. My subjective judgment of saying that Unless you have tracked the results of thousands of games in a certain matchup, there is no scientific reason why Besides, there are plenty of factors that should influence your land counts as well, such as whether or not your deck contains additional sources of mana e. But no matter how many lands you play, mana screws and mana floods are part of the game. Little bits of variance give weaker players a chance to beat better players, lead to games that play out differently every time, add excitement to draw steps, and make for interesting deck building decisions.
But while a little bit of randomness is fun, too much randomness is not. Likewise, if random Aetherworks Marvel spins decide too many games, then players may feel that the game is out of their hands.
Besides cycling lands, creaturelands, or land-search effects with an alternative ability in the late game, there are plenty of other cards that help mitigate mana flood, and these are invaluable tools for any Constructed deck. It is somewhat surprising to me that in comparison, there seem to be fewer cards that mitigate mana screw. To some extent, the above-mentioned cards help a little bit because they incentivize people to add more lands to their deck.
But mana screws still happen from time to time, even with inflated land counts, and then there are not many cards that can help you. Different colours will have different removal, so Black and White are going to be able to use cards that destroy and exile.
Red will be able to use spells that deal damage to destroy things, and Green is stuff with cards that let your creatures fight other creatures. This is where things get really fun. You can now fill your deck with as many on-theme cards as you can find. As long as they all play well together you can do whatever you want. This is where deck-builders will have the most fun. That means you can throw in a couple of big old cards into the mix, Commander is where those seven-mana do-nothing enchantment cards that get printed come into their own.
This seven-mana enchantment makes it so whenever an opponent casts their first spell of the turn they have to exile the top card of your deck. Those are the kinds of cards made for Commander. Of course, you could always just try searching for certain keywords that fit your idea on a site like Scryfall , too. These issues are ironed out by playing with the deck and tweaking it constantly. Since you should mulligan no land hands, etc. The math gets messy — especially if you are trying to calculate the odds of hitting your land drops, assuming you play first and have a set number of lands in your deck.
In a forty card deck, with 16 lands, your odds of hitting your land drops if you are playing first are:. In a forty card deck, with 17 lands, your odds of hitting your land drops if you are playing first are:. And if you are playing 18 land in your sealed deck and playing first, your odds of hitting your land drops are:. The mana curve describes the distribution of casting costs of the non-land cards in the deck.
The mana curve looks like this. The second number includes all the situational cards like Giant Growth that I would only cast when the time was right:.
That is a nice, flat curve. I was playing 16 lands, and had two 1cc creatures that could produce mana. That meant that I was likely to play at least one threat every turn for the first few turns. It also means that I would be very unlikely to have cards in hand that I could not cast — for instance, a Craws Wurm when I did not have six mana.
I count cheap less than three casting cost mana creatures and spells as half a land. This deck had three: Birds, Elves and Rampant Growth. The curve is very flat — only 6 cards that cost more than three mana.
However, Blaze is a mana intensive finisher and I really wanted to hit all my land drops, so I played, in effect, They can find land early, but by pulling lands out of the deck, they actually reduce the odds of finding a land later on.
This can be relevant. If you are hoping to draw land, you might want to consider not sacrificing cards like Sakura Tribe Elder until after you draw for the turn. Leaving that land in the deck does make it slightly more likely that you can draw it — but you have to weigh that against having the fetched land untap.
You might also want to consider the effect of cards like Rampant Growth on your chances of drawing lands if your deck revolves around big monsters.
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