For most Commander decks, 36–38 lands is the best starting range. Begin at 37 if you have no stronger evidence, then move up or down according to your curve, commander cost, early card selection, ramp package, modal double-faced cards, utility lands, and the speed of your usual games.
That answer is deliberately a starting point rather than a commandment. A low-curve deck with abundant one- and two-mana acceleration might operate comfortably on 33–35 lands. A battlecruiser deck full of six-mana threats may want 39–41. Copying either number without copying the deck around it is how opening hands become small cardboard tragedies.
Start at 37 lands, then justify every adjustment
Commander normally gives you a 99-card library beside your commander, with singleton restrictions except for basic lands. Multiplayer games begin at 40 life, but the extra life does not guarantee extra time to recover from missed land drops. The official Magic Commander format overview covers the format’s basic construction and gameplay rules.
A starting range of 36–38 works because it gives an ordinary casual deck a reasonable chance to develop without devoting an overwhelming share of the list to mana. It is not a guarantee. Under a simplified model with no mulligan, ramp, extra draw, or color restrictions, 36 lands gives a 62.1% chance of seeing at least four lands by turn four. That rises to 67.6% with 38 lands and 72.6% with 40.
The fifth land is harder. Under the same model, the chance of seeing at least five lands by turn five is 45.6% with 36 lands, 51.9% with 38, and 58% with 40. You can inspect the assumptions and additional probabilities in this Commander land-drop probability guide. These figures count lands seen, not whether those lands enter untapped or produce the colors you need.
| Deck profile | Reasonable starting range | Main concern |
|---|---|---|
| Very low curve, cheap acceleration, short games | 33–35 lands | Opening hands must cast the acceleration |
| Typical casual Commander deck | 36–38 lands | Balance land drops against late-game action |
| High curve or expensive commander | 38–40 lands | Keep making land drops through turns five and six |
| Landfall or lands-matter deck | 39–43 lands | Lands are resources and often part of the engine |
These ranges are drafting tools, not universal laws. The useful question is not simply how many lands are in the deck. It is how reliably the deck can spend mana on the turns that determine whether its plan works.
Let the mana curve set the direction
Average mana value is useful, but the shape of the curve matters more. Two decks can share the same average while behaving very differently. One may have a dense cluster of two- and three-mana spells plus a few giant finishers. The other may be clogged with cards costing four through six. The second deck needs more natural land drops because it cannot function while waiting to draw its engines.
Identify the turn on which your deck must begin doing its real work. If it wants to cast a four-mana commander on turn four and follow with a five-mana synergy piece, four lands are only the first checkpoint. If it mainly casts one- and two-mana interaction while assembling a compact combo, the fifth land may barely matter.
Historical EDHREC analysis found that sampled competitive lists combined lower land counts with average mana values around 1.7–2.0 and plans for shorter games. That does not make their land totals portable to a casual deck whose average mana value is above three. EDHREC’s land-count analysis is most useful as a warning against separating a number from its deckbuilding context.
If your deck consistently starts too slowly, inspect the distribution rather than trimming one expensive spell and declaring victory. Our guide to fixing a slow Commander mana curve walks through that diagnosis in more detail.
Ramp supports lands; it does not become a land in your opening hand
Judge ramp by when it becomes usable. One-mana creatures can matter early, but they may need the right color and can be removed. Two-mana rocks usually require a two-land opening. Three-mana land-ramp spells do little for a hand that misses its third land. Cost reduction can be powerful but may apply only to your commander or a narrow card type.
Cheap, broadly usable ramp can support a modest land reduction in a low-curve deck. Expensive or conditional acceleration generally cannot. Compare the timing and vulnerabilities of different options in our guide to Commander ramp packages.
Cheap draw counts more than late draw
Card draw and selection can improve land-drop consistency, but timing again decides whether it matters. A one-mana cantrip, a repeatable two-mana filtering effect, or a cheap spell that sees several cards may locate the third land before you need it. A six-mana draw spell cannot help you reach six mana.
When evaluating a lower land count, count only draw and filtering you can realistically cast from an ordinary opening hand. Then ask whether using that spell delays another essential play. Spending turn two searching for a land may be acceptable in a value deck and disastrous in a deck expected to hold up interaction.
Commander cost changes the minimum you must reach
Your commander is the one spell you can plan around having available. A two-mana commander may help a deck operate on fewer lands, especially if it draws cards or generates mana. A five- or six-mana commander usually pulls in the opposite direction.
Recasting also matters. Each previous cast from the command zone adds two generic mana to the next one, so a four-mana commander costs six after one trip back to the command zone. If your strategy collapses without its commander, build enough mana to cast it again rather than assuming the first copy will survive a multiplayer table.
Count functional mana, not just land slots
A deck can contain 38 lands and still have a fragile mana base. Colorless utility lands may fail to cast early colored spells. Lands that always enter tapped can leave the deck a turn behind. Bounce lands can produce additional mana over time but create awkward openers. A land total does not tell you whether your mana arrives in the right colors at the right speed.
Separate your audit into three questions:
- How many cards can serve as lands in an opening hand?
- How many sources produce each required color by the turn it is needed?
- How many lands enter tapped or fail to produce mana immediately?
Treat non-mana utility lands as spell-like slots when evaluating opening hands. A land that sacrifices itself for an effect may still be a normal source early, but a land with no mana ability does not help cast your two-drop. In a color-intensive deck, even a mana-producing utility land can be costly if it produces the wrong color.
MDFCs are flexible, but they are not free land cuts
Modal double-faced cards can be played using either face when appropriate, so a spell-land MDFC gives you valuable flexibility. That does not make every MDFC identical to a basic land. Some enter tapped, some require life, and their spell sides may be the reason they are in the deck at all.
Use MDFCs as a buffer rather than an excuse for aggressive cuts. Start by replacing perhaps one traditional land with one or two genuinely usable land-face MDFCs, then watch what happens. If you almost always play them as lands, your deck probably needed those land functions. If they remain spells while you still make every required land drop, they may support a lower conventional-land count.
Build for your mulligans and table speed
Commander uses a free first mulligan followed by the London mulligan procedure, under which additional mulligans reduce the number of cards ultimately kept. The free mulligan makes a marginal land count more forgiving, but it does not turn repeated bad hands into a sound plan.
Decide what an acceptable opener looks like before shuffling. For many casual decks, that means two or three lands, access to necessary colors, and at least one useful early play. A two-land hand with a castable ramp spell may be excellent. Two lands plus three five-drops and no selection is merely optimistic.
Game speed changes the target too. A fast deck may care intensely about its first three land drops and very little about its sixth. A slower pod rewards decks that continue developing through turns five, six, and seven. Commander is commonly multiplayer, so your mana base should support the length and interaction level of the games you actually expect.
Test land count with repeatable checkpoints
After choosing a starting total, test opening hands and short play sequences rather than relying on a few memorable games. A practical first pass is 20–30 sample hands with normal mulligan decisions.
- Record whether the opening hand has enough mana to keep.
- Play through at least turn five without pretending you know future draws.
- Note every missed land drop before the deck is operational.
- Record whether ramp was actually cast on time.
- Track color failures, tapped-land delays, and utility lands that could not function as mana.
- Record whether each MDFC was used as a land or spell.
If the deck repeatedly misses an important land drop, add lands before adding more expensive card draw. If it floods while casting all its spells on schedule, cut one land and repeat the test. Change one or two slots at a time so the result remains legible. For costly builds, testing the deck before buying cards makes this process much easier.
The final answer is therefore simple but not simplistic: start at 37 lands. Move toward 38–40 for expensive commanders, high curves, lands-matter themes, or long games. Move toward 33–35 only when a low curve, genuinely cheap acceleration, early selection, and short game plan all support the cut. Your land count is correct when the deck reliably reaches the mana checkpoints its strategy requires—not when it matches the most confident number posted beside someone else’s decklist.
References
- MTG Commander Format | Magic: The Gathering
- How Many Lands in Commander? Check Your Land-Drop Odds | landfiller
- Superior Numbers – Land Counts | EDHREC
- Kaldheim Release Notes | MAGIC: THE GATHERING
- How To Build A Manabase For Singleton Formats – Canadian Highlander
- The London Mulligan | MAGIC: THE GATHERING
