Mtg how much mana in a deck




















This is only one way to represent mana flood, but it gives at least some indication. Consider a deck that needs at least 3 lands to function that would like to play Gideon, Ally of Zendikar on turn 4, and that contains several copies of Archangel Avacyn. According to the table, you will almost always The probability of hitting 4 lands by turn 4 is sufficient: The numbers for 17 lands in Limited are similar to the ones for 25 lands in Standard. For sure. On the play, you need 26 lands to achieve this.

On the draw, you only need 23 lands. The extra draw step makes a big difference! Sideboarding in and out lands is something that many of the top pros do constantly, and the numbers in the table indicate that this is a valid strategy. After all, such a reduction would come at the cost of more frequent mulligans as you can observe in the column with the expected opening hand size.

Sometimes, you have to look beyond the numbers. But more so in Limited than in Constructed, you should check if you still have enough colored mana sources for each of your main colors before doing this.

Ultimately, the decision on how many lands to put in your deck is a trade-off between mana screws and mana floods. Calculating the probability of hitting 4 land drops by turn 4 is relatively easy—anyone with a basic knowledge of probability theory should be able to replicate my results with a simple spreadsheet or program—but adequately weighing the relative impact of mana screws and floods is more difficult.

It also depends on your deck and the format. My subjective judgment of saying that Unless you have tracked the results of thousands of games in a certain matchup, there is no scientific reason why Besides, there are plenty of factors that should influence your land counts as well, such as whether or not your deck contains additional sources of mana e. But no matter how many lands you play, mana screws and mana floods are part of the game. Little bits of variance give weaker players a chance to beat better players, lead to games that play out differently every time, add excitement to draw steps, and make for interesting deck building decisions.

But while a little bit of randomness is fun, too much randomness is not. Likewise, if random Aetherworks Marvel spins decide too many games, then players may feel that the game is out of their hands.

Besides cycling lands, creaturelands, or land-search effects with an alternative ability in the late game, there are plenty of other cards that help mitigate mana flood, and these are invaluable tools for any Constructed deck. It is somewhat surprising to me that in comparison, there seem to be fewer cards that mitigate mana screw.

To some extent, the above-mentioned cards help a little bit because they incentivize people to add more lands to their deck.

But mana screws still happen from time to time, even with inflated land counts, and then there are not many cards that can help you. Even very controlling land decks can just be 18 lands plus several cards that draw or fetch lands for you Cultivate , Field Trip , Pop Quiz with access to Environmental Sciences , etc. Why yes, they do! One section, in fact, to cleanly wrap things up. So, what are some reasons to play 15 or fewer lands?

As always, the wonderful Frank Karsten has written an excellent piece examining the potential of very land-light Limited decks in great detail. One particularly damning thing to note is this chart:. This table shows that with 7 Swamp and 7 Plains, you will have the required Plains to cast a turn-3 Territorial Hammerskull only So Well, there are two possibilities to consider, both of which reference relatively recent developments in Magic.

Both of these formats featured cycling as a primary mechanic, which was heavily featured in each color. Ikoria actually took this a step further by having cycling on so many different commons, meaning that decks focused on the cycling mechanic could play lots of cards that were effectively just blank cyclers.

With so many cheap spells available, Ikoria allowed deckbuilders to reach levels of greed previously thought impossible. Week 1 Ikoria frequently had players on 14 to 15 lands, but this eventually gave way to the land minimum you see here. The second nod in favor of playing 15 or less lands is the aforementioned BO1 algorithm which I touched on briefly in the land decks bit.

You actually want half or more of your Limited deck to be lands? This sounds insane at first but can basically be attributed to certain Limited formats having strange rares that greatly reward playing absurd amounts of land. A similar gimmick could be employed in Dark Ascension Limited thanks to this memorable piece of draft trash. With a deck of 39 Forests and one Lost in the Woods , you could employ a formidable cheese strategy.

Basically just aggressively mulligan into a Lost in the Woods and slam it on turn 5. And since you likely mulled to at least five cards if not lower, as a mull to two in this deck is basically the same as keeping 7 cards, you should be behind your opponent in the decking game too. You could try boarding out a land on the draw in all sorts of decks, including and land decks.

As logical and likely tempting as this may sound, be careful doing this, particularly if you have to jeopardize vital colored mana sources. There are also cards which provide an alternate win condition which a deck may employ. The third large portion of a deck is usually used to either shield oneself from attempts by the opponent to halt the own game plan, or cards that do so to the opponent. This category is for cards which simply make other cards accessible either by putting additional cards in hand or manipulating the library.

This may include Tutors , cards such as Ponder to alter what cards will be drawn next, or card draw such as Divination. Utility cards are cards that may serve more than one function in a deck. A utility category may be named if categories such as Protection or Card advantage do not include enough cards to warrant a distinction in any one given deck.

Deckbuilding is creating a deck. There are no hard and fast rules to deck naming, popular decks get their own unique nickname, but decks are usually described by color , archetype and format. The archetypes being Aggro , Combo and Control however, Combo decks are usually described by shorthanding the cards that form the actual combo.

The formats are varied, but the most popular sanctioned formats are Vintage , Legacy , Standard , Modern , Block and Limited. If the deck uses only one color, it is referred to as mono. For example "My standard deck is mono blue Eye of the Storm combo", "It's an extended green blue aggro control deck". MTG Wiki Explore.

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