It pits you and a legendary creature of your choice against an opponent or multiple opponents and a legendary creature of their choice choices? Even if you already know how to play Commander , you might be new and unsure as to how to make your own mark on the format.
Your commander counts as one of those cards, and they start the game in the Command Zone rather than in the deck. The commander also dictates what colours you can use in your deck. If your commander is a Red and White creature, then you can only have Red, White and Colourless cards in your deck.
The first thing you should do when making any Commander deck is to, well, pick a commander. A commander can be any legendary creature that you like. Sometimes the theme is tribal, like everything being dragons. No matter what it is, having a strong core idea to build around is going to make your decks much easier to make.
A big part of the fun of Commander is in building a deck and finding obscure cards to include. 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. That leaves you with around 60 cards to choose. Generally speaking, you want to try and find cards that affect all of your opponents while leaving your own stuff untouched.
It has four copies of Mind Stone counting as two lands, which brings the land count up to a more realistic 25! Anyway, enough examples. Let's wrap things up with a chart showing how many lands I believe you should play at each average nonland CMC.
As I mentioned before, things are more complicated than this when you consider cantrips, card advantage, and such, but this should give you a good start for making sure you have the right number of lands in your deck. One last rule on the way out the door: if you are ever on the fence as far as the number of lands you should play, you'll have more success if you play one land too many than one land too few.
As such, if you are trying to decide between one final cool spell and one more land, pick the land—it will pay off in the long run!
Anyway, that's all for today. Hopefully, these guidelines will be helpful in your brewing! Does Oath of Ajani have a place in Standard? If it does, where does it fit? Let's discuss! Mill is just too much fun not to play. TheAsianAvenger is going to attack what is essentially 60 life instead of 20! Brewer's Minute: How Many Lands? More on MTGGoldfish Brewer's Minute: Oath of Ajani. Dec 23 by SaffronOlive.
Nov 11 by Tomer Abramovici. Vintage I Thee Wed. Nov 11 by Joe Dyer. Nov 11 by TheAsianAvenger. Articles Sidebar. Article Search Article Search. Innistrad: Crimson Vow Commander Decklists.
Against the Odds Building janky brews based on your votes. I grabbed all Top 8 deck lists and all deck lists outside of the Top 8 that went or better in Standard. This yielded 78 deck lists in total. For each of these decks, I noted down the number of lands including, for this purpose, Attune with Aether and Traverse the Ulvenwald and the average converted mana cost of nonland cards. Because nearly every one of these Standard deck had between 22 and 26 lands—with 24 the most common number by far, I then also added the Top 8 decks of the last 4 Modern Grand Prix events Kobe, Copenhagen, Vancouver, and Brisbane, for a total of 32 decks to get some decks with more extreme numbers of lands.
My method also counted Ulamog, the Ceaseless Hunger as a card with converted mana cost 10, which is not completely fair either. But with the time I had available, I was able to assemble a data set whose quality I would call sufficient. On a scatterplot for all decks, I plotted the best-fitting line for all the data points. Specifically, I used the least squares approach from simple linear regression to minimize the sum of the squared distances between the fitted line and all the data points.
I got a reasonable R-squared value loosely speaking, a statistical measure of how close the data points are to the fitted line of 0. The fitted model, based on my data set, is that the number of lands in a deck is given by 16 plus 3. But you can at least get a rough guideline from this analysis. An interesting observation is that the decks that won the last 3 Pro Tours, pointed out in red, all lie all above the regression line.
Combining key numbers from both methodologies in a single table, I can offer a suite of recommendations for card decks. I hope that my analysis will prove useful to deck builders all around the world. Skip to content. To determine the probability of hitting your 4th land drop, I will assume the following mulligan strategy: You mulligan any 7-card hand with 0, 1, 6, or 7 lands.
You mulligan any 6-card hand with 0, 1, 5, or 6 lands. You mulligan any 5-card hand with 0 or 5 lands. You keep any 4-card hand. After a mulligan, you always scry a land to the top and a spell to the bottom. The Formula Given a card deck with a given number of lands, I started by determining the probability of keeping any opening hand with a certain number of cards and a certain number of lands.
Click to enlarge. How about Limited? All right, I can do that too. Musings — Can you cut a land on the draw? Musings — How to balance mana screw and mana flood? About The Author.
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