How Many Lands Should Be In A 60 Card MTG Deck: A Definitive Guide

As an avid Magic: The Gathering player, I know firsthand how important it is to have the right number of lands in a 60-card deck. While it may seem like a simple decision, the ideal land count can vary depending on several factors, such as the deck’s composition, format, and intended strategy.

In this article, I will cover everything you need to know about how many lands you should include in your MTG deck.

How Many Lands Should Be In A 60 Card MTG Deck: A Definitive Guide

Determining the ideal land count is one of the most crucial decisions you’ll make when building a Magic: The Gathering deck. Too few lands, and you’ll struggle to cast your spells, while too many can lead to mana flood, where you draw too many lands and not enough spells.

Finding the right balance can be tricky, but there are several guidelines you can follow to help you make the right decision.

In this article, I’ll explore these guidelines and provide you with the information you need to build a solid mana base for your deck.

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

  • The ideal land count for a 60-card MTG deck depends on several factors, such as the deck’s composition, format, and intended strategy.
  • Guidelines exist to help determine the right balance of lands, such as the 40% rule and the average mana value formula.
  • Advanced land strategies, such as adjusting land counts in multi-colored decks and incorporating mana dorks and ramp cards, can also affect the ideal land count.

Determining the Ideal Land Count

As an experienced MTG player, I know that the ideal land count in a 60-card deck can vary depending on factors like mana curve, average CMC, deck strategy, and win conditions.

In this section, I will explore these factors to help you determine the optimal number of lands for your deck.

Mana Curve and Average CMC

One of the most important factors to consider when determining the ideal land count is your deck’s mana curve. A mana curve is a graph that shows the distribution of mana costs in your deck.

Ideally, you want your mana curve to be balanced, with a mix of low-cost and high-cost spells.

To calculate the optimal land count based on your mana curve, you can use the formula:

L = C * (60 - S) / (S - M)

Where:

  • L = the number of lands you should include in your deck
  • C = the average converted mana cost (CMC) of your spells
  • S = the size of your deck (in cards)
  • M = the minimum number of lands you should include in your deck (usually 17)

For example, if your deck has an average CMC of 3.5 and you’re playing with a 60-card deck, the optimal land count would be:

L = 3.5 * (60 - 17) / (17 - 1) = 23.5

So, you should include around 24 lands in your deck.

Deck Strategy and Win Conditions

Another important factor to consider when determining the ideal land count is your deck’s strategy and win conditions.

For example, if you’re playing a control deck that aims to disrupt your opponent’s game plan and win in the late game, you may want to include more lands to ensure you hit your land drops and have enough mana to cast your spells.

On the other hand, if you’re playing an aggressive deck that aims to win quickly, you may want to include fewer lands to maximize the number of spells you can cast in the early game.

Sakura-Tribe Elder

In addition to the number of lands, you may also want to consider including ramp cards in your deck to help you accelerate your mana development. Some popular ramp cards include:

Land Types and Deck Composition

Land Types and Deck Composition

As I mentioned earlier, lands are the backbone of any Magic: The Gathering deck. However, not all lands are created equal. In this section, I will discuss the different types of lands available and how they can impact your deck composition.

Basic vs. Non-Basic Lands

Basic lands are the most common type of land in Magic: The Gathering. They include Plains, Islands, Swamps, Mountains, and Forests. Basic lands produce one mana of their corresponding color and are often included in decks as a way to ensure that the player has access to the colors they need.

Non-basic lands, on the other hand, can produce a variety of different effects. For example, some non-basic lands produce multiple colors of mana, while others have abilities that can help the player gain an advantage over their opponent. However, non-basic lands also come with a downside: they often enter the battlefield tapped, meaning that they cannot be used to produce mana until the next turn.

Utilizing Dual Lands and Fetchlands

Dual lands are a type of non-basic land that produce two different colors of mana. They are highly sought after by players because they allow the player to access multiple colors of mana without having to sacrifice consistency.

Fetchlands, on the other hand, allow the player to search their library for a land card of a specific type and put it onto the battlefield. This can be incredibly useful for players who need to find a specific type of land quickly.

When building a deck, it is important to consider the balance between basic lands, dual lands, and fetchlands. While dual lands and fetchlands can be incredibly powerful, they can also be expensive to acquire. Additionally, relying too heavily on non-basic lands can lead to a lack of consistency in the deck.

Inclusion of Utility Lands

Utility lands are a type of non-basic land that provide additional benefits beyond producing mana. For example, some utility lands allow the player to draw additional cards, while others can destroy an opponent’s creature.

Utility lands can be incredibly powerful, but they also come with a downside: they often enter the battlefield tapped and can only be used once per turn.

Land TypeDescription
Basic LandsThe most common type of land in Magic: The Gathering. They produce one mana of their corresponding color.
Non-Basic LandsLands that can produce a variety of different effects. They often enter the battlefield tapped.
Dual LandsNon-basic lands that produce two different colors of mana. They are highly sought after by players.
FetchlandsLands that allow the player to search their library for a land card of a specific type and put it onto the battlefield.
Utility LandsNon-basic lands that provide additional benefits beyond producing mana. They often enter the battlefield tapped and can only be used once per turn.

Mana Base Considerations for Different Formats

Mana Base Considerations for Different Formats

As an experienced MTG player, I understand the importance of having a solid mana base in a 60-card deck. However, the number of lands you need varies depending on the format you are playing. In this section, I will discuss the mana base considerations for different formats.

Standard and Modern Format

In Standard and Modern formats, the number of lands you need depends 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. These numbers won’t vary as much across seasons since there aren’t many modifiers like cantrips or MDFCs.

To build a perfect mana base, you need to ensure that you have enough sources of each color in your deck. The number of sources you need depends on the casting cost of your spells.

For example, to cast a “Llanowar Elves” card on Turn 1, you need 14 sources of green mana in order to cast it. Similarly, to cast a “Cruel Ultimatum” card on turn 7, you would need at least 20 sources of black mana, 15 blue sources, and 15 red sources.

Commander and Legacy Format

In Commander and Legacy formats, the number of lands you need is higher than in Standard and Modern formats.

Commander decks usually run between 35 to 40 lands, while Legacy decks tend to run between 18 to 26 lands. This is because these formats have more powerful spells and more ways to generate mana.

When building a mana base for Commander and Legacy formats, you need to consider the color identity of your deck.

In Commander, you can only include cards that match the colors of your commander, so you need to ensure that you have enough sources of each color in your deck. In Legacy, you can play any color combination, but you need to ensure that you have enough sources of each color to cast your spells.

The Role of Mana Dorks and Ramp Cards – How Many Lands Should Be In A 60 Card MTG Deck

The Role of Mana Dorks and Ramp Cards

As I mentioned earlier, ramp cards and mana dorks are essential for a good MTG deck.

When to Include Mana Dorks

Mana dorks are creatures that tap for mana, such as [[Llanowar Elves]] and [[Birds of Paradise]]. They can be great additions to any deck, as they provide ramp and can help you cast your spells faster.

However, they do have some downsides. For example, they are vulnerable to removal spells and board wipes, and they can’t block or attack as well as other creatures.

So, when should you include mana dorks in your deck?

It depends on your deck’s strategy and mana curve.

If you have a lot of high-cost spells, you’ll need more ramp to cast them. In this case, you may want to include more mana dorks to supplement your land count.

On the other hand, if you have a low mana curve and mostly low-cost spells, you may not need as many mana dorks.

Balancing Ramp with Land Count

When it comes to balancing ramp with your land count, there are a few things to keep in mind.

First, you should 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.

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

Second, you should consider the mana value of your spells.

Spells with high mana costs will require more ramp and/or lands to cast, while spells with low mana costs will require less.

You should aim for a balanced distribution of mana costs in your deck, so you don’t end up with too many spells you can’t cast.

Finally, you should consider the type of ramp you include in your deck.

Mana rocks, such as [[Sol Ring]] and [[Arcane Signet]], are generally more reliable than mana dorks, as they can’t be removed by creature removal spells. However, they are vulnerable to artifact removal spells, so you should be careful not to rely too heavily on them.

Adjusting Land Counts in Multi-Colored Decks

Adjusting Land Counts in Multi-Colored Decks

When building a multi-colored deck, adjusting the land count becomes more complicated. You need to balance the number of lands of each color to ensure you have the right mana base to cast your spells. In this section, I will cover how to adjust land counts in two-color decks and how to build a mana base for three or more colors.

Balancing a Two-Color Deck

In a two-color deck, you want to have an even distribution of lands of each color. For example, if you have 24 lands in your deck, you should have 12 of each color.

However, this is not always possible, especially if you have more spells of one color than the other.

To balance a two-color deck, you can use a mana base calculator to determine the optimal land count for each color.

For example, if you have more blue spells than red spells, you may need more blue sources in your deck. You can use a calculator like the Land Calculator for Decks to determine the optimal land count for each color.

Another option is to use dual lands that produce both colors of mana.

These lands can help balance your mana base and ensure you have the right colors of mana when you need them. For example, a card like Steam Vents can produce both blue and red mana.

Building a Mana Base for Three or More Colors

Building a mana base for a three or more color deck is more difficult than a two-color deck. You need to ensure you have enough sources of each color to cast your spells consistently.

However, you also need to balance your mana base to ensure you don’t have too many lands that enter the battlefield tapped.

One way to build a mana base for a three or more color deck is to use a combination of dual lands and basic lands.

For example, you can use shock lands like Breeding Pool and Temple Garden to produce two colors of mana and basic lands to produce the third color of mana.

Another option is to use tri-lands like Savage Lands and Opulent Palace.

These lands produce all three colors of mana, but enter the battlefield tapped.

Avoiding Mana Flood and Mana Screw

Avoiding Mana Flood and Mana Screw

As a Magic: The Gathering player, it is essential to understand how to avoid the two most common problems in the game: mana flood and mana screw. These problems arise when a player draws too many or too few lands, respectively, and can severely impact their ability to play spells and win the game.

Understanding Variance

Variance is a term used to describe the inherent randomness in Magic: The Gathering. It is impossible to predict with certainty which cards a player will draw from their deck, which means that sometimes a player will draw too many or too few lands.

Variance is an unavoidable aspect of the game, but there are strategies players can use to mitigate its impact.

One way to reduce the impact of variance is to include the appropriate number of lands in a deck.

According to an updated analysis by TCGplayer, 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.

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

Mulligan Strategies

Another way to reduce the impact of variance is to use mulligan strategies.

A mulligan is when a player chooses to shuffle their hand back into their library and draw a new hand with one fewer card. This can be a powerful tool for mitigating mana flood and mana screw.

When deciding whether to mulligan, a player should consider their chances of drawing the right number of lands.

If a player has too few lands, they should mulligan to increase their chances of drawing more. If a player has too many lands, they should consider mulliganing as well to decrease their chances of drawing more.

Lands in HandMulligan?
0-1Yes
2-6No
7+Yes

If a player has zero or one land in their opening hand, they should mulligan. If they have two to six lands, they should keep their hand. If they have seven or more lands, they should mulligan.

Special Considerations for Specific Deck Types

Special Considerations for Specific Deck Types

When building a 60 card MTG deck, the number of lands needed can vary depending on the deck type. In this section, I will discuss special considerations for two specific deck types: Building Around Tron and Mono-Colored and Colorless Decks.

Building Around Tron

Building Around Tron is a strategy that aims to assemble the three Urza lands: Urza’s Tower, Urza’s Power Plant, and Urza’s Mine. When all three lands are in play, they produce a total of seven colorless mana, which can be used to cast powerful spells. In decks that utilize this strategy, it is common to see a lower number of lands.

According to a source, a typical Tron deck has 19-20 lands. However, this can vary depending on the specific Tron build. Some Tron builds may include more lands to ensure consistent early-game plays, while others may include fewer lands to maximize the number of powerful spells in the deck.

Mono-Colored and Colorless Decks

Mono-colored and colorless decks have the advantage of not needing to worry about mana fixing, which means they can run fewer lands than multicolored decks.

According to a source, a mono-colored deck should have around 19-20 lands, while a colorless deck can have even fewer, around 18-19 lands.

One reason why mono-colored and colorless decks can run fewer lands is due to the availability of powerful mana-producing artifacts, such as Sol Ring and Mana Vault. These artifacts can help ramp up the amount of mana available to the player, making it possible to cast spells without relying solely on lands.

When building a mono-colored or colorless deck, it is important to consider the deck size.

A smaller deck size may require more lands to ensure consistent early-game plays, while a larger deck size may allow for fewer lands and more spells.

Deck TypeRecommended Number of Lands
Building Around Tron19-20
Mono-Colored19-20
Colorless18-19

Advanced Land Strategies

Advanced Land Strategies

As I mentioned earlier, the number of lands in a 60-card MTG deck can vary depending on the deck’s strategy. However, there are also advanced land strategies that can be used to further enhance your deck’s performance.

In this section, I will discuss two advanced land strategies: leveraging lands for reach and control, and incorporating artifacts and planeswalkers.

Leveraging Lands for Reach and Control

One advanced land strategy is leveraging lands for reach and control. This strategy involves using lands that have abilities that allow you to control the game or gain an advantage over your opponent.

For example, the card [[Castle Vantress]] allows you to scry 2 for 3 mana, while [[Maze of Ith]] can prevent an attacking creature from dealing damage.

To take advantage of these types of lands, you may need to adjust the number of basic lands in your deck.

For example, if you plan to use [[Field of the Dead]], a land that creates zombie tokens, you may want to include more basic lands to increase the chances of having enough land types to activate its ability.

Incorporating Artifacts and Planeswalkers

Another advanced land strategy is incorporating artifacts and planeswalkers into your deck. These types of cards can help you control the game and gain an advantage over your opponent.

For example, the artifact [[Chrome Mox]] allows you to exile a card from your hand to add one mana of any color to your pool, while the planeswalker [[Teferi, Time Raveler]] can prevent your opponent from casting spells at instant speed.

To incorporate artifacts and planeswalkers into your deck, you may need to adjust the number of lands in your deck.

For example, if you plan to use [[Mox Opal]], an artifact that adds one mana of any color to your pool, you may want to include fewer lands to make room for more artifacts.

CardAbility
[[Castle Vantress]]Scry 2 for 3 mana
[[Maze of Ith]]Prevent an attacking creature from dealing damage
[[Field of the Dead]]Create zombie tokens
[[Chrome Mox]]Exile a card from your hand to add one mana of any color to your pool
[[Teferi, Time Raveler]]Prevent your opponent from casting spells at instant speed

Note: The cards listed above are just examples and may not be suitable for every deck. Please consider the specific needs of your deck before incorporating these cards.

Frequently Asked Questions

Frequently Asked Questions

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

The recommended number of lands in a 60-card MTG deck varies depending on the deck’s strategy and curve.

According to a TCGplayer analysis, 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 + 0.27 if you have a companion.

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

How does the mana curve affect land count in a 60-card MTG deck?

The mana curve, or the distribution of mana costs of spells in your deck, affects the land count in a 60-card MTG deck.

According to a Cards Realm calculator, since you want 4 lands in 10-11 cards, you need at least 40% of your deck to be land.

Because of this 40% rule, a 60 card deck needs to have 24 lands. However, if you have small mana value spells, you don’t need 4 lands in turn 4, so you can build your deck with 30% or less lands.

What factors should I consider when deciding how many lands to include in a 60-card deck?

When deciding how many lands to include in a 60-card deck, you should consider several factors, including the deck’s strategy, curve, and average mana value, the number of cheap card draw or mana ramp spells, and whether you have a companion.

Additionally, you should consider the format you are playing in, as different formats have different land requirements.

Is there a standard land-to-spell ratio for 60-card decks in Magic: The Gathering?

There is no standard land-to-spell ratio for 60-card decks in Magic: The Gathering, as the ratio depends on the deck’s strategy, curve, and average mana value.

However, a MTG Salvation forum post suggests that any card that costs 3+ mana to play should be ignored when figuring out the number of lands for a deck. Cards that cost 1 or 2 mana can somewhat lower the number of lands necessary, though only to a certain degree.

How can I determine the appropriate amount of mana sources for my 60-card MTG deck?

You can determine the appropriate amount of mana sources for your 60-card MTG deck by considering the factors mentioned above and by playtesting your deck.

You may need to adjust the land count based on how well your deck performs in actual games.

What are the consequences of having too few or too many lands in a 60-card Magic deck?

Having too few lands in a 60-card Magic deck can result in mana screw, or not having enough mana to cast your spells.

Having too many lands can result in mana flood, or having too much mana and not enough spells to cast.

Both of these scenarios can severely hinder your deck’s performance and make it difficult to win games.

Therefore, it is important to find the right balance of lands and spells in your deck.

Ray - MTGA Central

I started out playing MTG WAY back in the late 90's, now, I play MTG Arena and share what I can with others.  After teaching my kids to play, helping them with decks and how to play them, how to watch the people you're playing - they told me I should be sharing this info, so I do!