How Much Ramp In A Commander Deck
How Much Ramp In A Commander DeckGenerally, it is recommended to include at least 10-15 sources of ramp in a Commander deck in order to ensure consistent mana. A Commander deck typically consists of 99 cards including 1 commander card and 38 lands, leaving 60 cards to make up the rest of the deck. Abnormal decks (with huge numbers of accelerators) will run as few as 32 lands (the equivalent of running about 13 in a 40-card limited deck), but I'd recommend starting around 40 and cutting around one land per three accelerators (if you're trying to cut land, and not running very high-cost spells). My Karn deck runs 34 but has almost every piece of ramp available. This will lead to the greatest chance that your deck will play smoothly. A deck is made up of 99 unique cards (besides basic lands), and a 100th card that sits outside the game as your commander. 6K views 1 year ago We simplify the math and teach YOU how to calculate how many. It’s pretty cheap with a 4 Mana casting cost, and with plenty of ramp cards like Lotus Cobra, Rampant Growth, and Azusa, Lost but Seeking, you could even be casting Omnath on turn 2 or 3. The amount of ramp in a Commander deck depends on several factors such as the mana base, the commander’s color identity, and the overall strategy of the deck. Kibo has really cool implications in the modern Commander metagame, and I wanted to get the. Commander Theory: Choosing the correct ramp pack (Commander / EDH MTG Deck) Commander Theory: Choosing the correct ramp pack Commander / EDH Ramp cxseals1337 0 Ordering Colorless (44) 1x. You've got 99 cards in your deck (but a commander aint one :P). For non-green decks, mana rocks are going to be. We simplify the math and teach YOU how to calculate how many lands and ramp cards you should play for your EDH decks. Now that you have all your potential cards picked out you need to start assembling your deck. 5 lands in 40-card decks or 21. How do you know how much ramp you need to run? Let's say you have two decks: Deck A has an average CMC of 2. (how many we want by that turn) Plugging it all in we get 63. On to your deck, I would say without a doubt take out 4 lands and add 4 ramp cards. -Number of successes (how many ramp spells in this case I used 10) -Sample size 9 (how many cards we have seen by turn 2) -Number of successes in sample 1. 5 hours ago · Translating such power and history into a single card was no mean feat, but Magic’s designers pulled it off with aplomb in Commander 2017, when the much-heralded creature finally made its debut. Ramping Dragon Tribal (Commander / EDH MTG Deck) Ramping Dragon Tribal Commander / EDH* SonofSaturn Ordering 1x Creature (24) 1x Atarka, World Render 1x Balefire Dragon 1x Crosis, the Purger 1x Demanding Dragon 1x Dragonlord Dromoka 1x Dragonlord Kolaghan 1x Dragonlord Ojutai 1x Glorybringer 1x Hellkite Charger 1x Hellkite Tyrant. This is always my suggested starting point and then tweaked to better suit the individual deck. What is the overall converted mana cost of your deck? November 13, 2013 10:17 p. Indeed, the typical land count on EDHREC, according to a recent article by Magic Data Science, is 36. Ramping Dragon Tribal (Commander / EDH MTG Deck) Ramping Dragon Tribal Commander / EDH* SonofSaturn Ordering 1x Creature (24) 1x Atarka, World Render 1x Balefire Dragon 1x Crosis, the Purger 1x Demanding Dragon 1x Dragonlord Dromoka 1x Dragonlord Kolaghan 1x Dragonlord Ojutai 1x Glorybringer 1x Hellkite Charger 1x Hellkite Tyrant. How Many Ramp Spells in a Commander Deck? Again, the answer depends on your deck. 73% / 20 ramp = 88. The tricky part comes in narrowing your card pool down to what you can afford versus the purpose of each card inside the deck. After some arduous and determined number-crunching, the ideal number of Lands and ramp cards to put in your deck so that you'll enjoy a good game of Magic: 37 Lands and 7 ramp cards! Needless to say, every Commander deck has its priorities, and some are just more Mana hungry while others can thrive on scraps. Use our Tcgplayer affiliate link to buy cards:http://bit. To find this out the player needs to ask when does the deck. Step 4: Putting It All Together. (Exceptions: partner Commanders, planeswalkers that say "This can be your Commander") No two cards in your deck may have the same English name, except for basic land (and cards like Relentless Rats). More ramp than that wouldn't be a bad idea either. If we subtract the average 37. It seems like you'd be okay with 37 land and 6 ramp though. Ramp, Draw, and Removal. Writing about it got my mind going, and in no time I’d cut the deck down to the commander and 99 other cards. 2K 509K views 6 years ago The Command Zone Podcast. 8 lands in 60-card decks. This means you’ll want at least six ramp, six draw, and six removal spells. Most decks will require 3-5 Lands to get going as plenty of Commanders fall within this cost range. Lands that generate more than one colour of mana or that have special abilities are always a great shout. Firstly its 4-colour identity (including the powerful blue) gives this deck lots of options to fill up the 99-cards in your Commander deck. For instance, if a deck can regularly assemble a board state that is capable of producing six mana by turn four, the mana curve of that deck could comfortably consider including a handful more cards in the four-mana, five-mana, and six-mana slots than they could otherwise. Shadow in the Warp in particular does everything this deck wants (spoiler: the Warhammer 40K decks are very good), and Selvala, Heart of the Wilds can be one of the most powerful cards in our deck. For non-green decks, mana rocks are going to be the most common form of mana ramp. As a general rule of thumb 36-40 lands is correct as you mentioned. In recent years, I have seen various deck building templates that recommend around 36 lands in Commander. 'Ramp' refers to the act of increasing a player's ability to produce mana beyond the amount they would have if they played one land per turn. MTG Mana Calculator Results Modifier 1 Deck Totals The total number of non-mana cards in your deck, and the total CMC of all non-mana cards. First, a quick reminder on the rules of deck building in Commander. These numbers can change if your deck is full of low cost cards or if you have other sources of mana slotted in like mana creatures or cost reducers. A 2/3 Hydra with deathtouch for four mana, Zaxara can be tapped to produce two mana of any one color, helping to accelerate you to higher mana amounts. Commander Theory: Choosing the correct ramp pack (Commander / EDH MTG Deck) Commander Theory: Choosing the correct ramp pack Commander / EDH Ramp cxseals1337 0 Ordering Colorless (44) 1x Abzan Banner 1x Ancient Tomb 1x Ashnod's Altar 1x Azorius Cluestone 1x Azorius Signet 1x Boros Cluestone 1x Boros Signet 1x Cabal Coffers 1x Caged Sun. But what is “ramp”? MTG Wiki defines ramp as “A card which accelerates your mana, giving you an additional, reusable mana source beyond the usual one land per turn. The formula is X*99/60, where X is the number of lands in a 60-card deck. 28% / 15 ramp = 78. How Much Ramp In A Commander Deck? A Commander deck is a unique type of Magic: The Gathering deck built around one legendary creature card, also known as the Commander. In Commander, I tend to try and put at least ten ramp pieces in each deck as a starting point, and then adjust from there. A lot of cards that combo with each other. Insight #3: The ideal number of mana rocks depends on your Commander. For four-drop commanders, ramp on turn two is super important. In general, a Commander deck should contain: 36-38 Land Cards, 10-15 Ramp Cards, 2-5 board wipe cards, 7-10 removal cards, 10-12 card draw cards, 2-3 recursion cards, and 32-35 main strategy cards. Ramp allows a deck access to more mana earlier in the game. As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. 37-38 in The First Sliver and Maelstrom Wanderer. That’s better than a lot of traditional ramp spells. The Commander Deck Building Template | The Command Zone #151 | Magic: the Gathering Podcast The Command Zone 604K subscribers Subscribe 8. – Only costs 1 mana initially allowing you to ramp on turn 2 – Can find any kind of basic land – Can be activated at instant speed – Synergy for Enchantment themed decks – Only finds basic lands : 0. – Only costs 1 mana initially allowing you to ramp on turn 2 – Can find any kind of basic land – Can be activated at instant speed – Synergy for Enchantment themed decks – Only finds basic lands : 0. Last week while sharing my Etali, Primal Conqueror deck and sharing my love of Gruul commanders, I mentioned I had a Kibo, Uktabi Prince deck that was unfinished, "in progress" as it were. The average land count of a Commander deck (excluding cEDH, as that’s a whole other beast) is roughly 35-39. For example, I run 42 in my landfall deck. Most Commander decks can go over the top of everyone else, but they need a way to ensure they can enact their plans. -Number of successes (how many ramp spells in this case I used 10) -Sample size 9 (how many cards we have seen by turn 2) -Number of successes in sample 1. MTG Commander deck building ratio. 1 day ago · Shadow in the Warp in particular does everything this deck wants (spoiler: the Warhammer 40K decks are very good), and Selvala, Heart of the Wilds can be one of the most powerful cards in our deck. Total Creatures + Spells Total CMC 2 Mana Breakdown The total cost of all your cards for each of your colours. Shadow in the Warp in particular does everything this deck wants (spoiler: the Warhammer 40K decks are very good), and Selvala, Heart of the Wilds can be one of the most powerful cards in our deck. 'Ramp' refers to the act of increasing a player's ability to produce mana beyond the amount they would have if they played one land per turn. The mana distribution of your deck depends on how many colored sources you run and what your curve looks like. Red Green Blue Black White Colourless. A Commander deck typically consists of 99 cards including 1 commander card and 38 lands, leaving 60 cards to make up the rest of the deck. Most Commander decks can go over the top of everyone else, but they need a way to ensure they can enact their plans. Now assuming we want pretty good odds (75% chance and above) to draw 3-5 Lands in our opening hand, and that everyone gets 1 free Mulligan, then the optimal number of Lands to have in your deck is 37. Want to build a commander deck? You've come to the right place. Mana ramp comes in two main flavors: mana rocks/creatures and land-based ramp. If you think anyone gives a fuck about your cEDH deck and how good you are at commander, check how much the command zone makes per annum and argue with that number. In a 4-player Commander game that means generating lots of Treasure s. Abnormal decks (with huge numbers of accelerators) will run as few as 32 lands (the equivalent of running about 13 in a 40-card limited deck), but I'd recommend starting around 40 and cutting around one land per three accelerators (if you're trying to cut land, and not running very high-cost spells). Support the show and become a Patron! Be a part of our community, receive awesome rewards, and more :)http://www. I have a Zaxara deck and I run every possible 2 cmc ramp (and some of the stronger 1 cmc ramp) to play him always a turn early so i can have 7 mana on turn 4. How much ramp should you be running?. This is why Tithe has become a white staple in Commander decks. I can see this potentially working in standard ramp. #4 Apr 18, 2012 DweckInt View User Profile View Posts Send Message Experienced Mage. As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. -Number of successes (how many ramp spells in this case I used 10) -Sample size 9 (how many cards we have seen by turn 2) -Number of successes in sample 1. Your land base should be between 33 to 40 lands and your Mana rocks should be 10 to 15. What is the overall converted mana cost of your deck? November 13,. Maybe you run no ramp in this deck because the CMC is so low. Kibo has really cool implications. Commander’s Sphere is generally considered the baseline: it only taps for one mana, but it’s one mana of any of your deck’s colors, and you can always sacrifice it to draw a card. Color identity refers to colored pips that appear anywhere on the card. 33 in my elfball deck. erabel says #3 I've heard it said that you start with a base amount of 40 lands, then remove 1 land for each two ramp sources you use. The typical number of mana sources you should run in your EDH Deck is 43 to 55. In general, a Commander deck should contain: 36-38 Land Cards, 10-15 Ramp Cards, 2-5 board wipe cards, 7-10 removal cards, 10-12 card draw cards, 2-3. In general though, I agree with Pathfinder. Lands like Maze of Ith are not included in this figure, as they don’t produce mana. He goes into some detail about how he expects you to Mulligan based on how many lands you have in your opening hand. If you're looking for a generic answer that fits most decks, you will receive a different outcome depending on who you ask. In a 4-player Commander game that means generating lots of Treasure s. If you think anyone gives a fuck about your cEDH deck and how good you are at commander, check how much the command zone makes per annum and argue with that number. Now assuming we want pretty good odds (75% chance and above) to draw 3-5 Lands in our opening hand,. As a general rule, I advocate that 50 cards in your deck should be dedicated to your manabase, usually splitting them between 37 lands and 13 ramp. Deck B has an average CMC of 4. First, a quick reminder on the rules of deck building in Commander. Simic 105 decks. As an example, if you have 24 lands in your 60-card deck, you have 24*99/60, which equals 39. 34 to 35 is my average land count. The amount of ramp in a Commander deck depends on several factors such as the mana base, the commander’s color identity, and the overall strategy of the deck. With any Commander deck, you’ll want to add a fair amount of ramp, removal, and card draw spells. ly/NitpickingNerdsTCGThe Nitpicking N. The mana distribution of your deck depends on how many colored sources you run and what your curve looks like. Once you’ve got your theme, you need to flush out the deck itself. 5 hours ago · One of Commander’s evergreen archetypes, Ramp is all about increasing your available mana through land tutoring and mana rocks, then using your huge pool of resources to cast equally huge threats. Your early game should start with some undead threats, such as Gravecrawlerand Bladestitched Skaab, or should start as most Commander games do: with ramp. ; 2011 marked start of Commander as a supported format, and there were ten Commander products released between 2011 and 2020. Ideally you want somewhere between 36 to 40 lands in a Commander deck. Netting a free spell from casting spefic creature spells can net ya. Zaxara, the Exemplary is an incredibly solid commander that not only provides mana ramp, but additional value when casting spells with X in their mana cost. A very classic Ramp shell with rampers, mid game bridges, and the late game payoffs with Storm the Festival topping off the curve. Rule #1 about building a Commander deck is that there are no set rules about building a Commander deck. Best Ramp in Commander Under $2 | EDH | Budget Ramp | Magic the Gathering The Commander's Quarters 63K views 3 years ago Bad Magic Cards (We Play Them Anyway) | The Command Zone 517 | Magic. Abnormal decks (with huge numbers of accelerators) will run as few as 32 lands (the equivalent of running about 13 in a 40-card limited deck), but I'd recommend starting. Writing about it got my mind going, and in no time I'd cut the deck down to the commander and 99 other cards. Including Sol Ringand early mana rocks like Dimir Signethelps guarantee that you have something to do in the first few turns of the game. A deck is made up of 99 unique cards (besides basic lands), and a 100th card that sits outside. Ramp is widely considered an integral aspect of any Commander deck. We simplify the math and teach YOU how to calculate how many lands and ramp cards you should play for your EDH decks. Firstly its 4-colour identity (including the powerful blue) gives this deck lots of options to fill up the 99-cards in your Commander deck. Hey guys, I'm looking for a commander/duel commander deck that has the following things: Good draw engine. To secure the 1/9 odds, 11 of those 99 need to be 2-drop ramps. 12 hours ago · Last week while sharing my Etali, Primal Conqueror deck and sharing my love of Gruul commanders, I mentioned I had a Kibo, Uktabi Prince deck that was unfinished, “in progress” as it were. In recent years, I have seen various deck building templates that recommend around 36 lands in Commander. The optimal deck for a two-mana or three-mana Commander, if you want to optimize your expected compounded mana until turn seven, consists of 42 lands, one Sol Ring and zero Signets. This feels like a pretty solid starting point for most decks and can be adjusted further with testing and the type of deck you are playing. A very classic Ramp shell with rampers, mid game bridges, and the late game payoffs with Storm the Festival topping off the curve. Most Commander decks can go over the top of everyone else, but they need a way to ensure they can enact their plans. Zaxara, the Exemplary is an incredibly solid commander that not only provides mana ramp, but additional value when casting spells with X in their mana cost. Although most ramp effects are in green, there is a considerable amount of artifact-based ramp. The amount of ramp in a Commander deck depends on several factors such as the mana base, the commander’s color identity, and the overall strategy of the deck. Step 2a: Mana Ramp. Writing about it got my mind going, and in no time I’d cut the deck down to the commander and 99 other cards. The average land count of a Commander deck (excluding cEDH, as that’s a whole other beast) is roughly 35-39. I am very passionate about deck-building and self expression. But what is "ramp"? MTG Wiki defines ramp as "A card which accelerates your mana, giving you an additional, reusable mana source beyond the usual one land per turn. How to Build a Commander Deck | The Nitpicking Nerds Official Deckbuilding Strategy Nitpicking Nerds 105K subscribers Join Subscribe 3. One problem in that is constant in many commander decks is the inclusion of. This is a list of important EDH ramp cards. Zaxara, the Exemplary is an incredibly solid commander that not only provides mana ramp, but additional value when casting spells with X in their mana cost. Since our curve is a bit high here, running at least 10 ramp or cost reduction cards is important. All cards in your deck must fall within the same color identity as your commander. These are more of a guideline that gives you a good starting point. As a general rule, I advocate that 50 cards in your deck should be dedicated to your manabase, usually splitting them between 37 lands and 13 ramp. In addition to selecting the correct packages its also important to take into consideration how much ramp a deck wants and how many pieces it wants to draw. MTG Mana Calculator - Find out how much mana you need. Nice to have a kiora for a kiora them commander deck with all the large sea fish friends to hang out. The amount of ramp in a Commander deck depends on several factors such as the mana base, the commander's color identity, and the overall strategy of the deck. If your curve is low enough, you can afford to cut one or two sources. How to Build a Commander Deck | The Nitpicking Nerds Official Deckbuilding Strategy Nitpicking Nerds 105K subscribers Join Subscribe 3. But what is “ramp”? MTG Wiki. How do you know how much ramp you need to run? Let's say you have two decks: Deck A has an average CMC of 2. The number of ramps in the deck depends on how important it is for you to have those 6 mana available by turn 4. Translating such power and history into a single card was no mean feat, but Magic's designers pulled it off with aplomb in Commander 2017, when the much-heralded creature finally made its debut. Most mana rocks cost two or three mana. Some players recommend building your deck so that 50 cards can produce mana. No one wants to be stuck playing a bunch of garbage tap lands (looking at Commander 2017's Draconic Dominance deck on this one (especially since I need to hit the early ramp cards more). A deck that wants to cast its spells on time and efficiently would have to have a mana base and ramp package to support these cards mana symbols. To bring it all together, these are the basic guidelines for how to build a Commander deck: 1 awesome Commander; 36-38 lands; 10. If you do decide to cut ramp, be careful. 5 hours ago · Translating such power and history into a single card was no mean feat, but Magic’s designers pulled it off with aplomb in Commander 2017, when the much. A deck is made up of 99 unique cards (besides basic lands), and a 100th card that sits outside the game as your commander. Specifically, the "ideal" deck with a two-cost Commander and 42 lands features zero mana rocks other than Sol Ring, while the six-cost Commander's "optimal" list has ten mana rocks in total alongside 38 lands. My 2 cents is this: 3cmc average: very strong early game, weak late game. My apologies, children, for I am afraid I cannot save you all. Many five-color decks will actually want to be much more Green-focused to ensure they can better hit the colors they want to have in play. One of Commander’s evergreen archetypes, Ramp is all about increasing your available mana through land tutoring and mana rocks, then using your huge pool of resources to cast equally huge threats. Insight #3: The ideal number of mana rocks depends on your Commander. Generally, it is recommended to include at least 10-15 sources of ramp in a Commander deck in order to ensure consistent mana. As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. (67% cumulative probability with EV=1) Based on. 5K 126K views 1 year ago Want to build a commander deck?. A deck that wants to cast its spells on time and efficiently would have to have a mana base and ramp package to support these cards mana symbols. If a mana rock costs three mana or more, it needs to tap for more than one mana or provide additional utility. The Commander Deck Building Template | The Command Zone #151 | Magic: the Gathering Podcast The Command Zone 604K subscribers Subscribe 8. In general, a Commander deck should contain: 36-38 Land Cards, 10-15 Ramp Cards, 2-5 board wipe cards, 7-10 removal cards, 10-12 card draw cards, 2-3 recursion cards, and 32-35 main strategy cards. ESPECIALLY if you want to minimize this. The mana distribution of your deck depends on how many colored sources you run and what your curve looks like. The following is a discussion on typical ramp strategies and general notes on how to choose a ramp package. The optimal deck for a two-mana or three-mana Commander, if you want to optimize your expected compounded mana until turn seven, consists of. These decks often end up relying on particular ramp in particular slots. Nice to have a kiora for a kiora them commander deck with all the large sea fish friends to hang out. If you think anyone gives a fuck about your cEDH deck and how good you are at commander, check how much the command zone makes per annum and argue with that number. 5K 126K views 1 year ago Want to build a commander deck?. As a general rule of thumb 36-40 lands is correct as you mentioned. It's easy to look at that in isolation and become confused, but it's crucial to examine the additional context. Insight #3: The ideal number of mana rocks depends on your Commander. My decks usually run 18 to 20 ramp spells, 11 to 12 of them can be cast as early as turn 2. Nice to have a kiora for a kiora them commander deck with all the large sea fish friends to hang out. How many lands & ramp cards for EDH? | MTG commander guide 2021 Quintessential MTG 20. The typical number of mana sources you should run in your EDH Deck is 43 to 55. 12 hours ago · Last week while sharing my Etali, Primal Conqueror deck and sharing my love of Gruul commanders, I mentioned I had a Kibo, Uktabi Prince deck that was. This is a Boros deck with hardly any mana ramp in it (we’ll get there in a second) and it has 40 lands. In recent years, I have seen various deck building templates that recommend around 36 lands in Commander. Abnormal decks (with huge numbers of accelerators) will run as few as 32 lands (the equivalent of running about 13 in a 40-card limited deck), but I'd recommend starting around 40 and cutting around one land per three accelerators (if you're trying to cut land, and not running very high-cost spells). ChannelFireball. Lands that generate more than one colour of. On to your deck, I would say without a doubt take out 4 lands and add 4 ramp cards. Ideally you want somewhere between 36 to 40 lands in a Commander deck. 5cmc average: lots of turns wasted doing nothing in the early game, big cards at late game. Translating such power and history into a single card was no mean feat, but Magic’s designers pulled it off with aplomb in Commander 2017, when the much-heralded creature finally made its debut. Want to build a commander deck? You've come to the right place. It’s a simple plan, and one that benefits greatly from the five-colour identity The Ur-Dragon offers. Kibo has really cool implications in the modern Commander metagame, and I wanted to get the decklist out there into the world to help inspire others to build themselves a Kibo, Uktabi Prince deck too!. To secure the 1/9 odds, 11 of those 99 need to be 2-drop ramps. As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. Translating such power and history into a single card was no mean feat, but Magic’s designers pulled it off with aplomb in Commander 2017, when the much-heralded creature finally made its debut. For those looking to build a five-color (5C) Commander deck on a budget, the hardest part of the brewing process is often the manabase. You should have much more than 100 cards in your pool. Writing about it got my mind going, and in no time I’d cut the deck down to the commander and 99 other cards. You've got 99 cards in your deck (but a commander aint one :P). Rarity (main - side) 16 - 0 Mythic Rares. MTG Mana Calculator - Find out how much mana you need. This can include using spells that put additional lands into play, or playing creatures or artifacts that tap for mana. Most decks will require 3-5 Lands to get going as plenty of Commanders fall within this cost range. Generally, it is recommended to include at least 10-15 sources of ramp in a Commander deck in order to ensure consistent mana. You could definitely cut 2-6 lands from this deck and it would still run fine. Your early game should start with some undead threats, such as Gravecrawlerand Bladestitched Skaab, or should start as most Commander games do: with ramp. Decks are composed of 100 cards, usually 99 in the main deck, and one legendary creature as your Commander. The amount changes based on your deck, but typically we like to have each of the three make up 10% of the deck. 4cmc average: powerful all 'round but master of none. 1 day ago · There have been 14 Commander sets since Zendikar Rising (2020), the first set where a linked Commander product accompanied a main set. Mana ramp comes in two main flavors: mana rocks/creatures and land-based ramp. Building a Commander Deck - Rule #1. Commander Theory: Choosing the correct ramp pack (Commander / EDH MTG Deck) Commander Theory: Choosing the correct ramp pack Commander / EDH Ramp cxseals1337 0 Ordering Colorless (44) 1x Abzan Banner 1x Ancient Tomb 1x Ashnod's Altar 1x Azorius Cluestone 1x Azorius Signet 1x Boros Cluestone 1x Boros Signet 1x Cabal Coffers 1x Caged Sun. Netting a free spell from casting spefic creature spells can net ya a lot of value. These are more of a guideline that gives you a good starting point. It’s not unusual to have 5 to 10 Treasure s, which equals to 5 to 10 mana on the table. First, a quick reminder on the rules of deck building in Commander. 3: Oashra Cultivator – Synergy for Aristocrat themed decks – Only finds basic lands – Cannot be activated the turn you play it: 0. Hey guys, I'm looking for a commander/duel commander deck that has the following things: Good draw engine. If you want your deck to be exclusively built from cards released in the Kamigawa block, please do that. Naturally, you want as many special lands as you can find. Unlike other constructed formats, games of Commander may last a dozen rounds or more, especially owing to the format's multiplayer nature and increased starting life totals. How many lands & ramp cards for EDH? | MTG commander guide 2021 Quintessential MTG 20. As a general rule of thumb 36-40 lands is correct as you mentioned. So for cheap Commanders, the optimizer decided that it was best to just curve out with a two. It seems like you'd be okay with 37 land and 6 ramp though. As far as draw goes, blue and green have some great options but don't focus solely on drawing cards. Your land base should be between 33 to 40 lands and your Mana rocks should be 10. This deck is not Commander / EDH legal. Mono colored/dual color at max. In Commander, I tend to try and put at least ten ramp pieces in each deck as a starting point, and then adjust from there. 11% So it depends what's acceptable. Cultivate, Kodama's Reach, Sakura-tribe elder, Solemn Simulacrum, and. The exact number should depend on how much ramp you add and the average converted mana cost of cards in the deck. For those looking to build a five-color (5C) Commander deck on a budget, the hardest part of the brewing process is often the manabase. The remaining 11-15 slots are usually reserved for some combination of fixing and mana acceleration cards. You can also look for cycle lands to make sure you don’t flood, and some MDFCs that can serve either as their front side spell or as a land. As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. Some colours will find it easier than others (green and white are great at ramping, while red and blue are less so), but putting a few slots in your deck aside for a mana rock or three really isn't a bad idea. (67% cumulative probability with EV=1) Based on the math, if we expect to have 6 mana by turn 4, we'd need 20 ramp spells, at least 11 of them must be castable as early as turn 2. How Much Ramp Should I Have? A commonly understood baseline in Commander is that ten ramp spells is a good starting point, but not every deck should have exactly ten sources of ramp. Besides thatI can see this potentially working in standard ramp. In general, a Commander deck should contain: 36-38 Land Cards, 10-15 Ramp Cards, 2-5 board wipe cards, 7-10 removal cards, 10-12 card draw cards, 2-3 recursion cards, and 32-35 main strategy cards. In recent years, I have seen various deck building templates that recommend around 36 lands in Commander. Time passed, we got the rest of the spoilers, but despite a lot of players talking about how to best use the other 3 walkers, Tamiyo was left out in the cold. Some colours will find it easier than others (green and white are great at ramping, while red and blue are less so), but putting a few slots in your deck aside for a mana rock or three really isn't a bad idea. For instance, if a deck can regularly assemble a board state that is capable of producing six mana by turn four, the mana curve of that deck could comfortably. One of Commander’s evergreen archetypes, Ramp is all about increasing your available mana through land tutoring and mana rocks, then using your huge pool of resources to cast equally huge threats. These decks revolve around their commander. The amount of ramp in a Commander deck depends on several factors such as the mana base, the commander’s color identity, and the overall strategy of the deck. Absolutely you should strive to get your commander out a turn early, assuming your game plan revolves around your commander. Disclaimer: these are generic sample manabases. Cultivate, Kodama's Reach, Sakura-tribe elder, Solemn Simulacrum, and Yavimaya Elder are all good options. com/commandzoneThe Command Zone podc. A popular misconception is that all 10 fetchlands and 10 shocklands are the bare minimum requirements to start building a 5C manabase and many people get discouraged at the idea of spending hundreds of dollars to just get started at building a 5C deck. Most of my decks land in the 35-36 range with 10-12 ways to ramp. The result is a creature that, naturally, makes a great commander for a Dragon deck, but one whose sheer power enables it to thrive across a. Totally depends on the commander. For those looking to build a five-color (5C) Commander deck on a budget, the hardest part of the brewing process is often the manabase. It's easy to look at that in isolation and become confused, but it's crucial to examine the additional context. Since our curve is a bit high here, running at least 10 ramp or cost reduction cards is important. Hey guys, I'm looking for a commander/duel commander deck that has the following things: Good draw engine. In other words X amount of cards in the deck need to be able to produce a certain color of mana in order for the deck to properly function. If a mana rock costs three mana or more, it needs to tap for more than one mana or provide additional utility. The result is a creature that, naturally, makes a great commander for a Dragon deck, but one whose sheer power enables it to thrive across a range of. Azusa decks probably want more than 40. A large percentage of decks use both Sol Ring and Arcane Signet as early acceleration and, in the Signet's case, mana fixing.