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How Many Lands Should Be In A 60 Card Deck In MTG? A Comprehensive Guide

How Many Lands Should Be In A 60 Card Deck In MTG

As a Magic: The Gathering player, one of the most important decisions you’ll make when building your deck is how many lands to include.

Lands are the backbone of your deck, providing the mana you need to cast your spells.

But how do you determine the ideal number of lands for your 60-card deck? In this article, I’ll share some tips and strategies to help you make this crucial decision.

How Many Lands Should Be In A 60 Card Deck In MTG? A Comprehensive Guide

Key Takeaways: How Many Lands Should Be In A 60 Card Deck In MTG

  • The standard land count for a 60-card MTG deck ranges between 24 to 26 lands.
  • Deck strategy, mana curve, and the presence of ramp or mana dorks influence land count.
  • Aggro decks may require fewer lands, typically 20-22, due to lower mana curves.
  • Control decks often need more lands, around 26-28, to support high-cost spells.
  • The formula 19.59 + 1.90 * average mana value of spells helps calculate land count.
  • Mulligan decisions and managing mana flood/screw are critical to deck performance.
  • Advanced strategies like utilizing fetchlands and cantrips can optimize land use.
  • Playtesting is crucial to fine-tuning the number of lands based on deck performance.

Understanding the Basics of a 60-Card Deck

As a Magic: The Gathering player, one of the most important decisions you’ll make is how many lands to include in your deck.

Before we dive into the specifics, let’s review some basic concepts about a 60-card deck.

Deck Archetypes

There are many different ways to build a deck, but most decks fall into one of three main archetypes: aggro, control, and combo.

Aggro decks are focused on dealing damage quickly with cheap, aggressive creatures.

Control decks aim to slow down the game and prevent the opponent from executing their game plan.

Combo decks rely on specific card combinations to win the game in one fell swoop.

Mana Curve and Casting Cost

The mana curve is the distribution of mana costs for the spells in your deck.

A well-built deck will have a smooth mana curve, with a good mix of low-cost spells to play early in the game and high-cost spells to play later.

The casting cost is the amount of mana required to cast a spell.

When building your deck, it’s important to consider the average converted mana cost (CMC) of your spells.

The average CMC is the sum of all the mana costs in your deck divided by the number of spells.

A higher average CMC means you’ll need more mana to cast your spells, so you’ll need to include more lands in your deck.

Lands

Lands are the backbone of any Magic: The Gathering deck. They provide the mana necessary to cast spells and activate abilities.

A typical 60-card deck should include between 36 and 38 lands, but the exact number will depend on the deck’s mana curve and the average CMC of its spells.

When deciding how many lands to include, it’s important to consider the balance between spells and lands.

If your deck has a lot of low-cost spells, you may be able to get away with fewer lands. On the other hand, if your deck has a lot of high-cost spells, you’ll need to include more lands to ensure you have enough mana to cast them.

Determining the Ideal Number of Lands

Determining the Ideal Number of Lands

As a Magic: The Gathering player, I know how important it is to have the right balance of lands in a deck. The number of lands in a 60-card MTG deck can vary depending on the deck’s strategy and curve. However, there are some general guidelines that can help determine the ideal number of lands in a deck.

Role of Lands in a Deck

Lands are the backbone of any Magic: The Gathering deck. They provide the mana necessary to cast spells and activate abilities. Without lands, a deck cannot function. The number of lands in a deck is critical to ensure that the player has enough mana to cast spells and play the game effectively.

Mana Base Composition

The composition of a mana base in a deck is also important. A mana base is made up of lands, which can be basic lands, dual lands, or non-basic lands.

Basic lands produce a single color of mana, while dual lands produce two colors of mana. Non-basic lands can produce any color of mana or colorless mana.

When building a deck, it is important to consider the color requirements of the spells in the deck.

A deck that requires a lot of a single color of mana will need more of that color of basic lands and dual lands. A deck that requires multiple colors of mana will need more dual lands and non-basic lands.

In general, a good formula for the number of lands in a 60-card deck is 19.59 + 1.90 * average mana value of your spells – 0.28 * number of cheap card draw or mana ramp spells + 0.27 if you have a companion.

This formula takes into account the average mana value of the spells in the deck and the number of cheap card draw or mana ramp spells.

In Constructed formats, the number of lands in a deck can vary depending on the deck archetype.

Aggressive decks tend to run from 23 to 24 lands, midrange decks run from 24 to 25 lands, and control decks run at least 26 lands.

It is important to remember that the number of lands in a deck can also be affected by cantrips or MDFCs.

Deck Types and Land Count Variations

Deck Types and Land Count Variations

As I mentioned earlier, the number of lands in a 60-card deck should be between 36-38 for most decks. However, this number can vary depending on the type of deck you are playing. In this section, I will discuss the recommended land count for different deck types in MTG.

Aggro Decks

Aggro decks are designed to win quickly by dealing damage to the opponent as fast as possible. These decks typically have a low mana curve, meaning most of the cards have a low mana cost.

As a result, aggro decks can get away with fewer lands than other decks. A good rule of thumb for aggro decks is to have 20-22 lands in a 60-card deck.

Control Decks

Control decks are designed to control the game by countering spells, destroying creatures, and drawing cards. These decks typically have a higher mana curve, meaning most of the cards have a high mana cost.

As a result, control decks need more lands to ensure they can cast their spells. A good rule of thumb for control decks is to have 26-28 lands in a 60-card deck.

Midrange Decks

Midrange decks are designed to be a balance between aggro and control decks. These decks typically have a mix of low and high mana cost cards.

As a result, midrange decks need a moderate number of lands. A good rule of thumb for midrange decks is to have 24 lands in a 60-card deck.

Ramp Decks

Ramp decks are designed to quickly produce a lot of mana to cast high-cost spells. These decks typically have a lot of mana ramp cards, which are cards that produce extra mana.

As a result, ramp decks can get away with fewer lands than other decks. A good rule of thumb for ramp decks is to have 22-24 lands in a 60-card deck.

Special Considerations for Different Formats

Special Considerations for Different Formats

When it comes to building a deck in MTG, the number of lands you include in your deck will depend on the format you’re playing. Here are some special considerations for different formats:

Standard and Modern Formats

In the Standard and Modern formats, the number of lands you should include in your deck will depend on the mana curve of your spells.

As a general rule, you should aim for a total of 24-26 lands in a 60-card deck.

However, if you have a lot of ramp cards or mana dorks, you may be able to get away with fewer lands.

It’s also important to consider the mana value of your spells. A good formula for the number of lands in your 60-card deck is: 19.59 + 1.90 * average mana value of your spells – 0.28 * number of cheap card draw or mana ramp spells.

This means that if your average mana value is three, which is fairly typical, then you should start with around 24 lands.

Legacy and Commander Formats

In the Legacy and Commander formats, the number of lands you should include in your deck will depend on your Commander and the strategy you’re using.

Most Commander decks run between 33 and 40 lands, which gives you a good chance of drawing enough lands to cast your spells without flooding out and being unable to cast spells.

In the Legacy format, you should aim for a total of 20-22 lands in a 60-card deck.

However, if you have a lot of ramp cards or mana dorks, you may be able to get away with fewer lands. It’s also important to consider the mana value of your spells.

Advanced Land Strategies

Advanced Land Strategies

As you become more experienced with MTG, you’ll realize that there are many more advanced strategies for managing your land base than simply choosing the right number of lands.

In this section, I’ll cover some of the most popular and effective advanced land strategies.

Utilizing Fetchlands and Cantrips

Fetchlands and cantrips are two types of cards that can help you manage your land base more effectively.

Fetchlands, such as [[Polluted Delta]] and [[Scalding Tarn]], allow you to search your library for a specific land type and put it into play. This can be incredibly useful for finding the right color of mana you need at any given time.

Cantrips, such as [[Opt]] and [[Serum Visions]], allow you to draw a card and then immediately replace it with another card from the top of your library.

This can be useful for quickly finding the lands you need without having to wait for your next draw step.

Incorporating MDFCs and Utility Lands

MDFCs, or Modal Double-Faced Cards, are a new type of card introduced in recent sets that allow you to choose between two different spells or a spell and a land.

This can be incredibly useful for managing your land base, as you can choose to play the spell side of the card when you need it and the land side when you need more mana.

Utility lands, such as [[Mutavault]] and [[Field of Ruin]], are lands that have additional abilities beyond simply producing mana.

These abilities can range from dealing damage to your opponent to destroying your opponent’s lands. By incorporating these types of lands into your deck, you can gain additional value from your land base beyond simply producing mana.

Common Pitfalls and How to Avoid Them

Common Pitfalls and How to Avoid Them

As with any game, Magic: The Gathering has its fair share of pitfalls that players need to avoid. In this section, I will discuss some of the most common pitfalls that players encounter when building their decks and offer tips on how to avoid them.

Mana Flood and Mana Screw

One of the most common pitfalls that players face when building a deck is mana flood or mana screw. Mana flood occurs when a player draws too many lands, while mana screw occurs when a player draws too few. Both of these scenarios can be frustrating and can lead to losses.

To avoid mana flood, players should aim to have between 36-38 lands in their 60-card deck, according to MTGACentral.

However, if a player has a lot of ramp cards or mana dorks, they may be able to get away with fewer lands. It’s also important to consider the mana value of their spells when deciding how many lands to include in their deck.

To avoid mana screw, players should also consider the mana curve of their deck. They should aim to have a good mix of low-cost and high-cost spells to ensure that they have enough spells to play, even if they draw too few lands.

Playtesting their deck is also important to determine if they are experiencing mana flood or mana screw, and to make adjustments accordingly.

Mulligan Decisions

Another common pitfall that players face is making poor mulligan decisions.

Mulliganing is the process of redrawing a hand of cards at the beginning of the game. Players may choose to mulligan if they have a poor hand, such as too few lands or too many high-cost spells.

However, players should be careful not to mulligan too often or too aggressively. Mulliganing too often can lead to a loss of card advantage, while mulliganing too aggressively can lead to a loss of life total.

It’s important to carefully evaluate their hand and consider their deck’s overall strategy before making a mulligan decision.

Related Reading: How Many Lands Should Be In A 60 Card Deck In MTG

How Many Lands Do You Need in Your Deck? An Updated Analysis – ChannelFireball – An in-depth guide explaining how to determine the number of lands in your 60-card MTG deck by using statistical analysis and deck performance metrics.

Draftsim: How Many Lands Should You Really Play in Magic? – Provides guidance on land count for different MTG deck archetypes from aggressive to control, helping you make strategic decisions based on your deck’s needs.

How to Build the Perfect Mana Base for a 60-Card Deck – HobbyLark – Offers tips on creating a balanced mana base in a 60-card MTG deck, including the proportion of colored and dual lands.

Brewer’s Minute: How Many Lands? – MTGGoldfish – Explores innovative approaches to deciding land count in your deck, incorporating factors like nonland mana sources.

Number of Lands in a Deck – 60 Card Edition – MTG Salvation – Discusses how the type of deck (control, ramp) influences the number of lands you should include, with practical examples from various deck archetypes.

Frequently Asked Questions

Frequently Asked Questions

What is the standard number of lands in a 60-card Magic: The Gathering deck?

The standard number of lands in a 60-card Magic: The Gathering deck is usually between 24 and 26. This number can vary depending on the deck’s strategy, but it is generally agreed that having too few lands can lead to mana screw, while having too many lands can lead to mana flood.

How does the desired land count vary with different deck strategies in MTG?

Different deck strategies in MTG require different land counts. Aggressive decks tend to run from 23 to 24 lands, midrange decks run from 24 to 25 lands, and control decks run at least 26 lands.

The desired land count can also be influenced by the number of ramp cards or mana dorks in the deck.

What factors should be considered when deciding the number of lands in a 60-card deck?

Several factors should be considered when deciding the number of lands in a 60-card deck. These include the deck’s strategy, the mana curve, the number of ramp cards or mana dorks, and the number of cheap card draw or mana ramp spells.

Is there a recommended land-to-spell ratio for a balanced 60-card MTG deck?

There is no recommended land-to-spell ratio for a balanced 60-card MTG deck. However, a good rule of thumb is to aim for a total of 36-38 lands in a 60-card deck. This will give you a good chance of drawing enough lands to cast your spells.

How can the mana curve influence the land count in a MTG deck?

The mana curve can influence the land count in a MTG deck by dictating the number of lands needed to cast spells at different points in the game. For example, a deck with a high mana curve will require more lands to be able to cast its spells effectively.

What guidelines exist for adjusting land counts in a 60-card deck for optimal performance?

There are several guidelines for adjusting land counts in a 60-card deck for optimal performance.

One guideline is to add or remove lands in increments of one or two to avoid drastic changes in the deck’s performance.

Another guideline is to adjust the land count based on the deck’s performance in playtesting.

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