MTG Deck Ratios: Lands, Creatures, and Spells
A practical guide to MTG deck ratios for 60-card decks, breaking down lands, creatures, and spells by aggro, midrange, and control.
The Basic 60-Card Split
Every 60-card deck divides into three buckets: lands, creatures, and noncreature spells (removal, card draw, counters, enchantments, and so on). A common starting template is about 24 lands and 36 other cards, with the 36 split between threats and answers. From there, your archetype decides how those 36 nonland slots break down between creatures that win the game and spells that support or protect them.
Think of ratios as a way to guarantee your deck does each job it needs: develop a board, interact with the opponent, and close the game. A deck with too many creatures and no removal gets walled by a single big blocker, while a deck with all spells and no threats can stall the game but never win it. Good ratios keep these forces in balance for your specific game plan.
Ratios by Archetype
Aggro decks tip heavily toward creatures: roughly 17 lands, 24-28 creatures, and 8-12 spells (mostly cheap burn or combat tricks). The plan is to flood the board with efficient threats and back them with reach. Midrange sits in the middle at around 24 lands, 14-18 creatures, and 18-22 spells, mixing strong individual creatures with removal and value spells so it can grind out either faster or slower opponents.
Control decks invert the aggro ratio: about 25-26 lands, just 3-6 creatures or planeswalkers as finishers, and 28-30 spells made up of removal, sweepers, counters, and card draw. The few threats are there only to end the game once control is established. These numbers are starting points, not laws, because dual-purpose cards (a creature that draws cards, or a spell that makes tokens) blur the lines and let you run leaner.
Tuning Your Own Ratios
Start with a template that matches your archetype, then adjust based on how games actually play out. If you keep getting overrun before you stabilize, add more early creatures or cheap removal. If you flood the board but cannot finish, you may need a bigger threat or more reach rather than another two-drop. Track your losses and ask which bucket failed you: mana, threats, or answers.
Remember that the curve and the ratios interact. A creature-heavy aggro deck wants those creatures cheap so the low land count still works, while a control deck's high land count supports its expensive spells. When in doubt, default to 24 lands, build your threats and answers around your plan, and refine from real games. Ratios are a framework for consistency, not a rigid recipe.
FAQ
- What is a good lands-to-spells ratio in a 60-card deck?
- A common default is 24 lands and 36 nonland cards. Aggro runs fewer lands (around 17) and more creatures, while control runs more lands (25-26) and more spells.
- How many creatures should an aggro deck have?
- Aggro decks typically run 24-28 creatures alongside about 17 lands and 8-12 cheap spells, prioritizing efficient threats that pressure the opponent quickly.
- Do control decks need creatures?
- Control decks run only a handful of creatures or planeswalkers, often 3-6, used as finishers. The bulk of the deck is removal, counters, sweepers, and card draw.