What should my mana curve look like?


The general way you lay out a mana curve is from left to right with a pile for each converted mana cost, with the lowest converted mana cost cards in the leftmost pile, the highest on the right, and a pile for each other mana cost in between in ascending order.


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What is a good average mana curve?

Looking at the optimal mana curves, it appears that the two, three and four-mana slots are where the majority of your spells should be. A limited number of one-mana and five-plus-mana spells are good as well, but having a balanced mixture of two, three and four-drops is most important.


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How many lands do you need for a 3 mana curve?

This means that if your average mana value is three, which is fairly typical, then you should start with 25 or 26 lands and cut one land for every three or four cheap card draw or mana ramp spells in your deck.


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How much of my magic deck should be mana?

A little more than 1/3 of your deck should be mana. In a 60 card deck, 24 mana will suffice. If you have too many different colors in your deck, the chance that you’ll draw the right color reduces. Therefore, it is better to create a deck with 1, 2 or maybe 3 different colors.


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How many mana rocks is too many?

How Many Mana Rocks is Too Many? If you’re playing a non-green, non-artifact based, non-mana hungry deck then I wouldn’t suggest including more than five to seven rocks. This allows for the Commander staples and a couple color-pairing specific options.


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Tolarian Tutor: Mana Curve and Land Bases – A Magic: The Gathering Study Guide

How many mana rocks should you run in Commander?

Cherish Your Commander

Specifically, the “ideal” deck with a two-cost Commander and 42 lands features zero mana rocks other than Sol Ring, while the six-cost Commander’s “optimal” list has ten mana rocks in total alongside 38 lands.


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What is a good Commander ratio?

MTG Commander deck building ratio

As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. Naturally, you want as many special lands as you can find. Lands that generate more than one colour of mana or that have special abilities are always a great shout.


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What is a good mana curve in MTG?

A balanced mana curve (one that has the majority of its spells around 3-4 CMC) works very well most of the time. If a deck has the majority of its spells from 3-4 that means that they will be able to cast most of their spells by turn 3 or 4. It is usually pretty hard for a deck to win in two turns.


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What is the ideal number of lands in MTG?

The typical number of mana sources you should run in your EDH Deck is 43 to 55. Your land base should be between 33 to 40 lands and your Mana rocks should be 10 to 15. These numbers can change if your deck is full of low cost cards or if you have other sources of mana slotted in like mana creatures or cost reducers.


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What MTG card has the highest mana cost?

When people think of the biggest creature in Magic, they always think of Emrakul. Sitting at a converted mana cost of 16, however, Draco is technically the most expensive card in Magic.


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How do you set up a mana curve?

The general way you lay out a mana curve is from left to right with a pile for each converted mana cost, with the lowest converted mana cost cards in the leftmost pile, the highest on the right, and a pile for each other mana cost in between in ascending order.


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Do lands count as 0 mana?

All other mana symbols are converted into 1. Cards without a mana cost, such as lands, have a mana value of 0.


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What is the average mana curve on edhrec?

The average deck on EDHREC has 4.15 mana rocks.


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What is considered fast mana?

Fast mana is any kind of ramp that produces more mana that turn than it cost to play. The go-to example of fast mana is Sol Ring, which costs one generic mana but can then be tapped to produce two colourless straight away.


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Do mana rocks count as ramp?

A card which accelerates your mana, giving you an additional, reusable mana source beyond the usual one land per turn. Examples include mana dorks, mana rocks, and spells which allow you to put extra lands into play beyond the one-per-turn limit.


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Is 24 lands enough?

Is 24 lands enough? 24 is a good rule of thumb…but it really matters on the deck. Decks that don’t want to miss a land drop usually run 25-27, weenie decks (white weenie, RDW, gobs) run 20-24 depending on their mana curve. Elf decks can run on 16 sometimes because of mana dorks.


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What is the recommended number of lands?

Unless you’re going to be using a particularly strange curve, or a very Land intensive or deprived strategy, you’re going to want somewhere between 33 and 42 Lands.


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How many creatures should be in a 60 card deck?

The standard amount of creatures in any given deck is usually around 24. This is a very loose recommendation, however, because a lot of decks use more or fewer than that depending on the strategy of the deck. Aggro decks use fewer lands while control decks use more.


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How do you maximize mana?

Mana capacity can be increased further through the use of various armors such as Gem Robes and Nebula armor, plus accessories. Reforging accessories to the Arcane modifier can further boost maximum mana.


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What is a good ratio MTG?

Quick and dirty rule generally 1/3 land, 1/3 creatures, 1/3 spells with the majority of those costing 4 or less will make for a deck that plays well. That said you can rarely go wrong with a few extra creatures (especially if they have good effects attached).


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What are the odds of hitting lands in MTG?

According to the table, you will almost always (94.6% on the draw, 90.4% on the play) hit 3 lands by turn 3 under the prescribed mulligan rule, which means that you can almost always play a reasonable game of Magic. The probability of hitting 4 lands by turn 4 is sufficient: 83.5% on the draw, 74.7% on the play.


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What is the rule of 8 Commander?

The rule of 8 – As a general rule of thumb for deck building: a deck list with four copies of a certain type of card has weak consistency (39.9% to draw at least one in your opening hand) while eight copies give reasonable consistency (65.4% for your opening hand).


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What is a good land base for Commander?

The number of lands can vary from deck to deck. Typically you’ll hear something in the neighborhood of 30-40 lands, although some people go into the 20s for particularly fast decks, while some decks going very deep on a lands matter theme may go above 40. However, in general, I recommend around 35.


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Is 3 player Commander good?

Having 3 players at the table allows the action to move much more swiftly. The pace of the game increases, and slower decks are often punished even more. The need to punish slow starts arises from the danger of those decks being able to take out both opponents at once.


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