Magic: The Gathering Land Calculator

🧙 Magic: The Gathering Land Calculator

Find the optimal land count for your Magic: The Gathering deck based on size, mana curve, colors, ramp, draw, and play style.

Quick Presets
Deck Settings
Recommended Lands
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Lands Per Color
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Min Lands
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Max Lands
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Land Count Breakdown
Base Lands (deck size × 0.40)--
CMC Adjustment--
Ramp Adjustment--
Card Draw Adjustment--
Play Style Adjustment--
Final Recommendation--
Deck Quick Stats
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Non-Land Cards
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Land Ratio %
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Dual Lands Needed
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Basic Lands Est.
Reference: Deck Size vs Base Lands
Deck SizeBase LandsAggroControl
40 (Limited)161618
60 (Standard)2420-2225-26
100 (Commander)4033-3537-40
Reference: CMC vs Land Adjustment
Average CMCAdjustmentNotesExample
1.0 - 1.5-2 LandsVery low curveBurn Deck
1.5 - 2.50 LandsStandard baselineAggro/Tempo
2.5 - 3.0+1 LandSlightly above curveMidrange
3.0 - 3.5+2 LandsMid-high curveControl
3.5 - 4.0+3 LandsHigh curveBig Spell
4.0++4 LandsVery high curveRamp/Eldrazi
Reference: Colors vs Lands Per Color
ColorsLands Per ColorDual LandsNotes
1 (Mono)All Basics0Most consistent
2 (Dual)~12 each8-10Very playable
3 (Tri)~8 each12-16Requires good duals
4 Colors~6 each16-20Needs fetch/shock
5 (WUBRG)~5 each20+Expensive manabase
Pro Tip: For Commander decks, prioritize ramp spells (Sol Ring, Cultivate) over extra lands. Each ramp piece can replace part of a land slot, but do not cut too far.
Pro Tip: For 60-card aggro, running 20 lands with 4+ one-drops is viable. Use scry and cantrips to smooth draws without adding extra lands.

Lands are places that controls the player. Most from them own skills for hand. Because you requires hand for play almost any card or use skill, covers usually store a lot of lands that generates it.

Those lands involve of 33% until 50% of the whole cover. Although skills and spells also can give hand, land stays the simplest source of it. When player taps land, it adds hand to the hand pool.

How Lands Make Mana

The hand supply refraŝas memstare when lands untapas in the initial phase of the revolution. You preserves the hand at yourself until you spends it either ends the current phase or step.

Are six basic lands: Plains, Island, Flood, Mountain, Woods and Wastes. You considers all other lands no-basic. Covers deserve to store freely basic lands but no more than four copies of no-basic.

Basic lands give hand of one colour. For instance basic Island frapeteblas for one blue hand during basic Plains give one blancan. Wastes operate as colourless hand.

Some basic lands as new Plains do not show skills or impacts on the card. This commonly confuses newcomers.

No-basic lands commonly bear skills or keywords unless they are only art or altered versions with image above the text. Some ancient lands as Glacial Chasm or Unholy Citadel not even have aktivigeblajn skills. Exist many kinds of no-basic lands: double koloraj venigaj shocking and artefaktaj.

Some from them is very strong and generate more than one hand. For instance Eye of Ugin and Eldrazi Temple gives several hands. Darksteel Citadel produces multiple hand if the player has artifacts.

Big hand base is inherent for good cover. For it optimum are usefull at least 8 until 12 double lands. In 60-karta cover every colour requires 11 until 17 hand-produktajn lands.

For find ideal landan distribuaĵon you counts the hand-symbols of every colour in the cover. Consistent hand base helps to use colourless lands as Mirrex either The Fountainport. Although lands and hand are different they form the nucleus of the game and are closely bound.

Magic: The Gathering Land Calculator

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