How Many Lands Should Be in Your MTG Deck?
Learn how many lands to run in a Magic: The Gathering deck by archetype and curve, from aggro to control and Commander.
The Rule of Thumb for 60-Card Decks
For a standard 60-card constructed deck, the classic baseline is 17 lands for fast aggressive decks, around 23-24 lands for midrange, and up to 26 lands for slow control decks. The deciding factor is your mana curve: the more expensive your spells are on average, the more lands you need to reliably cast them on time. An aggro deck packed with one- and two-drops can flood out and lose if it draws too many lands, while a control deck that misses a land drop simply dies to tempo.
A reliable shortcut is to count your total mana symbols and your curve, but most players start from 24 lands for a typical creature-and-spell deck and adjust from there. If your curve tops out at four or five mana and you want to hit your land drops consistently, 24-25 lands plus a few card-draw or land-fixing effects is a safe target. Cheap cantrips, mana dorks, and treasure tokens all act as virtual lands, letting you shave a land or two.
Adjusting by Archetype and Curve
Aggro decks (curve peaking at 1-2 mana) usually run 16-18 lands because they want action over mana and often include cheap one-mana spells that flood the board early. Midrange decks (curve peaking at 3-4) sit comfortably at 23-25 lands, balancing the need to hit four or five lands against drawing too many. Control decks (curve reaching 5-7 with expensive finishers and sweepers) want 25-27 lands, frequently supplemented by card draw to avoid mana screw while still finding action.
Beyond the raw count, consider mana sources that are not lands. Mana dorks like Llanowar Elves, ramp spells, and rituals reduce your effective land requirement, so a ramp deck running eight mana creatures might play only 22 lands. Conversely, decks with heavy double-pipped costs (think two or three colored symbols of the same color early) often need extra lands or fixing to cast spells on curve. Always test draws: if you regularly stumble on mana, add a land; if you flood, cut one for a spell.
Commander and Larger Formats
Commander decks are 100 cards and the widely accepted standard is 37-38 lands, often expressed as 'around 37 plus ramp.' Because the format is singleton and games go long, you need enough lands to keep hitting drops, but you also lean on mana rocks like Sol Ring and Arcane Signet plus mana dorks and ramp spells to accelerate. A common guideline is roughly 37 lands plus 10-12 pieces of ramp, adjusting down a land or two for every several ramp pieces you add.
If your Commander deck has a low average mana value and plenty of cheap ramp, you can drop to 35-36 lands; if it is a top-heavy deck full of expensive bombs, push toward 38-40. The key is total mana sources: aim for roughly 45-48 combined lands and ramp so you reliably reach the mana you need by mid-game. As always, playtesting your opening hands and early turns is the best way to dial in the exact number.
FAQ
- How many lands in a 60-card deck?
- Most 60-card decks run between 17 and 26 lands. Use about 17 for aggro, 23-24 for midrange, and 25-26 for control, adjusting based on your mana curve and any non-land mana sources.
- How many lands should a Commander deck have?
- The standard is 37-38 lands in a 100-card Commander deck, supplemented by mana rocks and ramp. Lower-curve decks can run 35-36, while top-heavy decks may want 38-40.
- What happens if I run too few lands?
- Running too few lands leads to mana screw, where you cannot cast your spells and fall behind. If you regularly stall on two or three lands, add one or two more lands or cheap mana sources.