Dana is one of the hosts of the EDHRECast and the CMDR Central podcast. Your deck should have a plan. Look at the average CMC of those decks, though: 1.7, 1.92, 2.04 and 1.68. (Some exceptions are always there). Azorius Signet or Into the North would count, as would Birds of Paradise. two lands and a Birds of Paradise or Talisman of Dominance or fetching a land with something like Wayfarer’s Bauble. Easily the most fun and my first Jund deck. host Nate Burgess has long championed a specific formula for non-cEDH level decks: Number of lands = 31 + amount of colors in commander’s color identity + commander CMC, with 0-CMC mana rocks counting as lands. 29 lands and 4 rocks feels really, really low, even if you do have land ramp and enchantment-based mana production and mana dorks. Ok, hear me out. A plan concerning a few specific cards, your commander for instance, and it's of crucial importance for you to ramp *specifically* into those. not doing stuff as well means you are behind from the start. This step will generally result in me having 45 total cards, 38 lands and 7 pieces of ramp. This is usually for average CMC 3 - 3.5 decks. How important is it that you play your first land on turn 1 (obviously very important)? If you have any suggestions for other topics to cover in a future Superior Numbers leave a note in the comments below! Only tap lands I would consider if you are on a budget would be the tri lands. How many basic and non basic? There are extreme cases in which this is quite hard and this guideline can be ignored (lots of delve spells or expensive creatures you're cheating in), but those cases are exceptions rather than a guideline of their own. What you want depends a bit on your playgroup really. In both cases t1 ramp is great, but the value of 2 or 3 cmc ramp spells depends more on your game plan than it does on their respective cmcs alone. My most recent deck is a theme deck where I didn't pay attention to my curve while building it at all, but it still came out 3.74. My favorite deck to play of my current decks. Yes, your mana curve and the average cmc of your deck are a major indicator of its powerlevel. Most people can manage on something as simple as "I want enough 2/3/4 mana ramp till I usually have enough mana to cast most things". Maybe bump it up to 13 for consistencies sake. Fit your ramp into your curve, preferably on its low end. Over the course of goldfishing a hundred or so hands with random decks online, I noticed that I was unable to hit four colorless mana by turn four way more often than I would have thought, and by and large this seemed to be due to a dearth of both lands and mana rocks in the decks I was testing. If it's three color, try to aim for about 12-15 basics, and in two color 17-20. The thing is, except in most casual metas, people start doing things on early turns. The expected mana spent for this deck over turns 1-5 is 11.92. People will say you only need sub 36 but I would only do that for a competitive deck with a really low CMC or that has really good lands in it. All of this. The average deck on EDHREC is running just over 29 lands. In this way, there is often a greater emphasis on higher cmc cards with bigger effects. I try keeping the average CMC for all my EDH decks below 3cmc, preferably closer to 2.5. In other formats, cards often need to be mana efficient in and of themselves because with less health and less opponents even a seemingly minor card can have a large effect. If you start acting late, you are behind. I suggest you leave these 37 slots reserved when you start building a deck. E.g., my keranos deck for cEDH is heavy in land destruction. If you politic right, you can convince everyone you should've mulliganed, sit back while they all tear each other apart, and then drop all your stuff on turn 6 or 7 after everyone's burned their removal. Then you probably wanna mix and match these: The other city of brass i forget it's name. This article in particular includes some numbers for 99-card decks. There’s a reason preconstructed Commander decks come with an average of over 37 lands! It's a balancing act between power (3-4 mana ramp can achieve so much more than 1-2), speed (1-2 cost ramp curves much better) and gas (drawing cards, tutoring, recurring from the graveyard; those things keep a deck getting the cards it needs and keeps your hand stocked up so low mana spells don't hurt as much). Some decks break this idea if they're land focused (I have a lands deck that runs 45). Using slots for turn 1/2 stuffs can leave you low on cards and low on power when turn 6/7/8 rolls around. play t2 ramp into t3 commander) and you won't just sit around waiting for more lands. Additionally, card draw and filtering replaces land drops. In a normal 1 v 1 game there is no room for politics. TCC has amazing videos for each type of deck (2 colour, 3 colour etc) that break down optimal land bases. For regular casual I would definitely go below 3.5 and aim to go under 3.2. How important is the mana curve when creating an EDH Deck. ramp in context of curve - when chosing ramp cards have in mind your curve.

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