If there’s one deck building question that never seems to go away, it’s this:
How many lands should I actually play?
You’ll hear answers ranging from 32 to 40, often followed by “it depends.” While that’s technically true, it’s not very helpful. The real answer lies in understanding what your deck is trying to do, not just following a number someone else uses.
For most casual Commander decks, can safely start with about 36–38 lands.
Why this works:
- Commander decks are 100 cards.
- Games go long.
- You need consistent land drops early.
- You often want to cast 6–8 mana spells
If you’re unsure where to begin, start at 37 lands, then adjust after playtesting.
Why Missing Land Drops Loses More Games Than Flooding
Many players fear drawing “too many lands,” but in Commander, missing early land drops is far more damaging.
Missing your:
- 3rd land delays your commander.
- 4th land slows your entire game plan.
- 5th land prevents recovery after interaction
Drawing an extra land later is usually fine. Missing lands early often means you never catch up.
Your Mana Curve Tells the Truth
The best way to determine your land count is by looking at your mana curve.
Low Curve Decks: 34-36 lands
- Average mana value under 3.
- Lots of 1–2 mana plays.
- Examples: low-to-the-ground aggro, spellslinger
Midrange Decks: 36-38
- Average mana value around 3–4.
- Most Commander decks fall here
High Curve / Battlecruiser Decks: 38-40
- Big creatures and splashy spells.
- Lots of 6+ mana plays
If your deck wants to cast huge spells, it needs the mana to do it.
Ramp Is Not a Replacement for Lands
This is one of the most common mistakes in deckbuilding.
- Ramp accelerates you.
- Lands enable you.
Mana rocks, dorks, and spells don’t help if:
- You can’t cast them.
- They get removed.
- You don’t hit your land drops
A deck with 32 lands and 12 ramp spells will still struggle if it doesn’t draw lands early.
When You Can Play Fewer Lands
There are times when lowering your land count makes sense.
You can consider fewer lands if your deck:
- Has lots of cheap card draw
- Uses mana dorks (especially green)
- Has a low average mana value
- Has a commander that fixes mana or draws cards
Even then, going below 34 lands in casual Commander is risky.
When You Should Play MORE Lands
You should increase your land count if:
- Your commander costs 5+ mana
- You play multiple colors
- Your deck relies on land-based strategies
- You run several colorless or utility lands
If your commander is central to your strategy, missing early land drops can be devastating.
Utility Lands Count… But With Limits
Utility lands are great—but they come at a cost.
Rules of thumb:
- Most decks should run 3–6 utility lands
- Too many colorless lands cause mana problems
- Your mana base should still cast spells reliably
Ask yourself:
“Would I rather have this utility land, or cast my spells on time?”
Tapped Lands vs. Untapped Lands
Tapped lands slow your early game more than you think.
Try to:
- Minimize lands that always enter tapped
- Use tapped lands that provide real value
- Avoid opening hands with multiple tapped lands
In casual play, some tapped lands are fine—but they should earn their slot.
Playtesting Is the Final Answer
Once you choose a number, test it.
After several games, ask:
- Did I consistently hit my land drops?
- Was I stuck with spells I couldn’t cast?
- Did I flood out more than I stalled?
Adjust by one land at a time, not five.
A Simple Land Count Checklist
Before finalizing your deck, check:
- Average mana value of your deck.
- Number of ramp spells
- Color requirements
- Commander mana cost
- Number of utility lands
If any of these lean high, add lands—not cut them.
Conclusion
There’s no perfect land count—but there is a correct range for your deck. Starting with 36–38 lands, understanding your curve, and adjusting through playtesting will do more for your deck’s consistency than almost any other change.
In the next article, we’ll cover how to build a strong mana base without spending a fortune—and why lands matter more than flashy spells.