The optimal number of lands is between 38 and 39, with some 4-color lists going to 40 and some mono-colored lists going to 36/37. For multicolored decks, you will want to play as many of the following as possible.
Players can play two-color decks and play eight dual lands, or they can branch out into three or more colors and have options of which dual lands they prefer depending on the speed of their deck.
The basic rule of thumb is that you play 17-18 lands in a 40 card deck, and 24 lands in a 60 card deck. If you are playing more than a couple cards with mana costs of five or higher, increase the number of lands.
Do NOT Play Less Than 38 LandsWhen you start putting cards into your deck on Arena, the game automatically puts 34 lands in the deck.
No. The commander itself does not count as part of the deck. When you are playing EDH your Commander is technically off the board when it is in the command zone. So before you even start playing an EDH/Commander game the Commander is not in the deck.
A basic rules of thumb for commander is between 40-45 mana "Lands". But this will be a bit different. By "land's" I mean land cards, artifact ramp, spells that search for lands, effects that produce mana, cost reduction effects, and effects that produce extra mana.
Warning 100 card historic brawl deck builder still only defaults to 24 lands.
Traditional knowledge is that lands should make up a touch over 40% of a deck. This means about 17–18 lands for a 40-card deck and about 24–25 lands for a 60-card deck.
This equates to a 60 card deck with 24 lands, and 6 ramp cards, which is pretty standard for a high curve deck.
There are five “basic land typesâ€: Plains, Island, Swamp, Mountain, and Forest.
The Ur-Dragon: That's a lot of dragons
| Lands (37) |
|---|
| 1 | Breeding Pool |
| 1 | Cavern of Souls |
| 1 | City of Brass |
| 1 | Command Tower |
Never miss a MomentQuick Yorion math: if the 60 card build of your deck would play 24 lands, you'll draw lands are roughly the same rate in your 80 cards deck with 32 lands.
I'd say most decks do well with 18-25 creatures.
The "Black Lotus" card can be played at zero cost, and grants three mana (the game's primary resource) when sacrificed (discarded from play). It has since been banned from all official tournament formats save for Vintage, but even there, it is limited to one copy per deck, compared to the normal allowance of four.
"It's only a problem in 1v1, and it's already banned there."In a duel, Sol Ring is so back-breaking that dropping it on turn one is often game over. As a result, it's banned there. In a multiplayer game, it's still plenty strong to be a problem. Sol Ring has so many friends!
Competitive Commander players rejoice! The Rules Committee has decided to ban Flash from the Commander format of Magic: The Gathering, after much deliberation and input from their advisory group. Protean Hulk, a card from the Dissension set for Magic: The Gathering (shown here in its Magic 25 iteration).
Hogaak is banned (Commander / EDH MTG Deck)
Depending on which style of play your selection of cards suit, you'll want a different number of land cards. For a control deck, you'll be looking at around 18 lands in your 40-card deck. If you're playing an army of small creatures, you'll likely only need 15.
Griselbrand draws you cards the moment it hits the battlefield, regardless of what your opponents can do by that time. It was mainly banned because it made combo decks stupid. Of course, since EDH is a casual format at its core, all bannings in the format are mere suggestions.
TL;DR - Creates Undesirable Games/Game Situations, Warps The Format Strategically, Produces Too Much Mana Too Quickly, Interacts Badly With the Structure of Commander, and Creates a Perceived High Barrier to Entry.
The following cards are also banned from being played as a commander :
- Derevi, Empyrial Tactician.
- Edric, Spymaster of Trest.
- Erayo, Soratami Ascendant.
- Oloro, Ageless Ascetic.
- Rofellos, Llanowar Emissary.
- Zur the Enchanter.
- Braids, Cabal Minion.