How Many Lands Should You Play in Commander? Start With Your Curve, Not a Magic Number

Most Commander decks can begin with 36–38 lands, but the right number depends on the deck’s curve, early ramp, card access, commander and game plan.

For most casual Commander decks, 36–38 lands is a sensible starting range. It is not a rule. A low-curve deck packed with cheap card selection may function below that range, while a battlecruiser list, landfall deck or mana-hungry commander may want 39–42. The useful question is not “What number do Commander decks use?” It is “How much early mana access does this particular deck need to execute its plan?”

Commander decks contain exactly 100 cards including the commander, so a typical deck has 99 cards in its library. Basic lands also ignore the format’s usual singleton restriction. That gives you room to tune the mana base, but it does not make missed land drops harmless. A hand full of excellent four- and five-mana spells is still a bad hand if it stops at two lands.

Let your mana curve set the baseline

Begin with the average mana value of the cards in your deck, then look beyond the average. Two decks can both average 3.0 while behaving very differently. One might have a dense cluster of two- and three-mana spells; the other might contain cheap interaction alongside a pile of six-drops. The second deck has more pressure to keep making land drops.

A useful mathematical starting point comes from Frank Karsten’s updated land-count model. For a 99-card deck, the estimate is 31.42 plus 3.13 times the deck’s average mana value, minus 0.28 for each qualifying cheap ramp or card-access spell. A deck averaging 3.0 mana value begins around 40.8 lands before those cheap smoothing cards are counted. Ten qualifying pieces reduce the estimate to about 38 lands, while 15 bring it to roughly 36.6.

Treat that as a diagnostic tool, not a commandment. Its most important lesson is that curve matters substantially: adding one point to the average mana value raises the estimate by just over three lands. If your deck is full of expensive haymakers, cutting to 34 lands because another deck gets away with it is asking for trouble.

Count early ramp and card access honestly

Not every ramp or draw card lets you cut a land. Cheap effects matter because they help before you would otherwise miss a critical land drop. A two-mana rock, one-mana cantrip or cheap land-search spell can improve an opening hand. A four-mana draw engine cannot help you cast itself.

Karsten’s model gives each qualifying cheap ramp, draw or selection spell a 0.28-land discount—approximately one land for every three or four such cards. Do not count a six-mana mana doubler, a slow value engine and a two-mana rock as equivalent. They may all be powerful, but only one reliably helps a marginal opening hand develop early.

Card quantity also differs from card timing. A deck may have plenty of nominal draw while lacking anything useful before turn four. If that sounds familiar, review the balance of immediate refills, repeatable engines and early access in our guide to Commander card-draw sources.

Your commander adds another mana obligation

Your commander is always available from the command zone, which makes its cost part of every opening-hand calculation. Each previous cast from the command zone adds two generic mana to the next one. A six-mana commander that must remain in play therefore demands more sustained mana than a two-mana commander that provides value immediately.

Also count what happens after the commander resolves. Activated abilities, X-spells, repeatable token production and other mana sinks make late lands useful. A modest printed curve can disguise an extremely mana-hungry deck.

Treat MDFCs as fractions, not free lands

Spell/land modal double-faced cards are valuable because they can be played as lands when necessary or cast for their spell face when mana is plentiful. That flexibility reduces flooding, but an MDFC is not automatically a full replacement for a land. Every time you cast its spell face, it did not function as a mana source.

Karsten’s model counts non-mythic spell/land MDFCs as 0.38 of a land and mythic examples as 0.74. You do not need to follow those coefficients exactly, but the principle is sound: three flexible MDFCs might support a small reduction in conventional lands; they do not justify cutting three lands without further evidence.

Raise the count when lands advance your plan

Landfall abilities trigger when a land enters the battlefield under your control. In those decks, lands are both mana sources and engine pieces. Extra-land effects, graveyard land recursion and land-based token engines similarly reward continued land drops. Starting near 39–42 lands can be reasonable when the deck actively converts them into cards, triggers or damage.

The same logic applies to expensive commanders, repeated commander casts and large activated abilities. Do not label every late land as a dead draw when your deck has productive ways to spend eight or ten mana.

Account for mulligans, colors and table speed

Multiplayer Commander uses the London mulligan and gives each player one free mulligan. Players also draw on their first turn. That improves opening-hand selection, but it does not guarantee later land drops or the correct colors. A two-land hand with a cheap setup spell may be keepable; a two-land hand whose first action costs four probably is not.

Raw land count and colored-source quality are separate problems. If you have four lands but cannot cast your commander, adding another colorless utility land will not fix the deck. Check the color requirements and untapped sources as part of the broader Commander mana-base building process.

Your regular table matters too. Wizards’ Commander bracket descriptions contrast slower games expected to last nine or more turns with brackets featuring explosive starts and possible quick endings. Faster environments place more pressure on cheap interaction and reliable early colors. Slower tables give expensive engines time to matter, but only if you keep making land drops.

Adjust the number using actual games

Start with your estimate, then record what happens across several games. Do not count a hand you kept for sentimental reasons as proof that the mana base failed. Focus on reasonable keeps and recurring patterns.

  • If you repeatedly miss land drops on turns three through five, test one additional land or one more genuinely cheap access spell.
  • If you draw enough lands but cannot cast spells on curve, improve your colored and untapped sources rather than merely raising the total.
  • If the deck consistently has surplus mana after its engine is operating, test cutting one land—not three at once.
  • If your commander repeatedly becomes too expensive to recast, preserve more mana access or add efficient ramp.
  • If MDFCs are frequently cast as spells, count them less generously as lands.
  • If landfall triggers or mana sinks keep every land useful, resist cutting lands just because another deck runs fewer.

The practical Commander land-count rule

Begin around 36–38 lands, calculate how your curve and cheap access move that estimate, and then test. Move downward only when low costs, early selection and efficient ramp genuinely support it. Move upward when your commander is expensive, your deck needs repeated land drops, or lands directly fuel the strategy. The right number is the one that lets your deck play its game consistently—not the smallest count you can defend during deckbuilding.

Frequently Asked Questions

How many lands should most Commander decks start with?

Start with 36–38 lands, then adjust for the deck’s curve, commander, early ramp, card access and game plan. Expensive or land-focused decks may need 39–42.

How does mana curve affect land count?

Higher curves require more reliable land drops. Karsten’s model adds about 3.13 lands for each additional point of average mana value, making curve a better baseline than copying another deck’s total.

Can ramp replace lands in Commander?

Cheap ramp can support a modest reduction, but not every ramp spell qualifies. Effects costing two mana or less help early; expensive rocks and mana doublers cannot rescue a weak opening hand.

Does an expensive commander require more lands?

Usually, especially when the deck needs to cast it repeatedly. Each previous command-zone cast adds two generic mana, so commander tax increases the deck’s sustained mana demands.

Should MDFCs count as full lands?

No. Spell/land MDFCs offer useful flexibility, but casting the spell face means they did not function as mana sources. Karsten’s model therefore counts them only as partial lands.

Why do landfall decks play more lands?

Lands are both mana sources and engine pieces because landfall triggers when a land enters under your control. Continued land drops can produce cards, tokens, damage or other advantages.

Does Commander’s free mulligan justify playing fewer lands?

Not by itself. The free mulligan improves opening-hand selection, but it does not guarantee the right colors or future land drops.

How does table speed change the right land count?

Faster tables put more pressure on reliable early colors, cheap interaction and efficient setup. Slower games give expensive engines more time, but those decks still need to keep making land drops.

What if I draw enough lands but cannot cast my spells?

Check colored and untapped sources before adding more lands. Total land count and color quality are separate problems, and another colorless utility land may not solve either one.

How should I adjust land count after testing?

Track reasonable keeps across several games and change one variable at a time. Repeated early misses suggest adding a land or cheap access spell; recurring surplus mana can justify testing a one-land cut.

References

  1. Commander Rules | Official Commander Website
  2. 103.2e In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone. See rule 905.4.
  3. Peasant Magic – How Many Lands Do You Need in Your Deck? An Updated Analysis
  4. Commander Tax
  5. Kaldheim Release Notes | MAGIC: THE GATHERING
  6. Battle for Zendikar Mechanics
  7. The London Mulligan | MAGIC: THE GATHERING
  8. How Many Colored Sources You Need (Karsten's Tables) | Moxgate
  9. Introducing Commander Brackets Beta