how many mana rocks in a commander deck
I can chump and get some next turn ramp. Just curious, I've been trying to build my first commander deck (Kalamax, extra turns theme) while relying on the internet as little as possible, but this was the one question I could not find a super reliable answer to it. Ever wonder what mana rocks you have available for your Commander / EDH deck? Black Market - Gatherer, MC, ($)Bubbling Muck - Gatherer, MC, ($)Dark Ritual - Gatherer, MC, ($)Journeyer's Kite - Gatherer, MC, ($)Call cards (max 30) with [[NAME]]Add !!! An interesting finding is that you have to mulligan 7-card hands that contain only two lands. The key … Press question mark to learn the rest of the keyboard shortcuts, https://aetherhub.com/Apps/HyperGeometric. This should get you an Atraxa with 90% probability on turn 4 or earlier. in front of your post to get a pm with all blocks replaced by images (to edit). I like to put at least 10 ramp sources in every deck, by ramp I mean cards that actually put you ahead on mana, rather then fix , or put into your hand. Click here to visit Desktop version. My calculations differ in two assumptions from his. Ramp and card draw are much better tools than running even more lands. This can lead to mistakes. In general, building a reliable mana base is not trivial. So, I would increase the requirements by 3 in our hypothetical Atraxa deck. This combination, I've found, it pretty good at letting you hit 4-6 mana reliably with your opening hand plus a draw step or two, and that's where most decks want to always be. You may have noticed that I did not account for Card Selection and Cantrips in this calculations. I showcase my Ephara Deck since it has a variety of different mana sources. We can determined that including 13 pieces of ramp, by turn 2 you'd have a 73.4% chance of getting one. Getting both colors reliably turn one is difficult. Also I find that 6-7 targeted instant speed removal feels good, 2-5 counterspells, and 3-5 board wipes is where the sweet spot is in most decks. However, most want to cast their Commander and play a longer game than Modern or Legacy decks. This is our starting point to go above or below. There are 4 mana rocks that that provide colorless mana, Deranged Assistant and Trinket Mage who will probably get Sol Ring first. And you still need additional blue mana to cast the cantrip. That's why i mostly rely on spell ramp in my Kalamax Deck, especially using every instant-related ramp source i could find. And, but that is personal flavor: I always try to make the ramp synergize with the rest of the Deck. In my Mimeo deck I run Sol Ring, Mana Crypt and that's it. Even with ten fetchlands the probability to see one in the first ten cards (turn 3) is about 67%. With 37 lands, that leaves you with 32 cards (not including your commander) for your primary game plan. This includes typical green ramp like Rampant Growth as well as some other effects like Tithe. Conversely, playing a bunch of mana rocks, for me, led me to bad deckbuilding, as I'd shift my curve up hugely and end up with hands full of 7 and 8 drops and lands, or hands full of a couple lands and 2-3 mana rocks and no real threats. You can also try running some pseudo-ramp like [[Black Market]] [[Bubbling Muck]] [[Dark Ritual]] but I try to stay away from one-shot spells like the latter two. Control wants rocks and lands, so probably 35/15, though I've seen more extreme versions (30/20). Therefore I have created a (relatively) complete list of every mana producing artifact in Magic: The Gathering. Now, you want the right colors with 95% reliability. There are 4 mana rocks that that provide colorless mana, Deranged Assistant and Trinket Mage who will probably get Sol Ring first. If you want to be copying a bunch of extra turn spells though, that's going to cost more mana, so I would try for around 14 as a baseline and go up/down from there as needed. For the 46 land version, I also highlighted the numbers for a 95% chance. I considered the free mulligan. I think I overestimate its potential to turbo out turn 3 Ephara. I run 13 pieces of ramp in my Kalamax deck and find it's more than enough to do everything I want to do each turn. If I'm in 3 non-green colors, I'll run sol ring and all 3 signets and Chromatic Lantern. 10 ramp, 10 draw is pretty much where you wanna be. These mana rocks are restricted in Vintage, banned in Legacy, but legal in Commander. Six of the top ten Commanders on EDHREC cost 4mana, only one costs less. In your specific case, if you wanna be using Grenzo to flip creatures, why not use creature-based ramp? Cantrips: Wall of Omens, Gitaxian Probe, Ponder, Brainstorm, Scout’s Warning. After a mulligan, you scry a land to the top and a spell to the bottom, if you have less than 4 lands in hand. It is a decent removal/counterspell, and a cantrip with Ephara out. I can however tell you that chances of hitting your land drops decline after the 4th land. Hands with 6 or less cards and 2 lands can be kept since scrying toward lands increases your success. Rather than add Mana Confluence and other painful fixing, I will wait to cast these later. Coalition Relic - Gatherer, MC, ($)Darksteel Ingot - Gatherer, MC, ($)Mana Crypt - Gatherer, MC, ($)Sol Ring - Gatherer, MC, ($)Thran Dynamo - Gatherer, MC, ($)Call cards (max 30) with [[NAME]]Add !!! What have we learned here? I can assume much like you I do not enjoy sifting through pages and pages to find just the right artifact to include in my decks. Cantrips are cards that replace themselves while offering a minor effect. I run sol ring, basalt monolith, thran dynamo, worn powerstone, sisay's ring, palladium myr, everflowing chalice, Astral cornucopia, vedalken engineer, grand architect, and renowned weaponsmith. Note that the cards should be able to be cast before turn 4. i kind of depends per deck, but sticking with 10 as baseline is pretty much always a good option. Also, Kalamax only doubles the first INSTANT each turn, and I'm pretty sure most extra turn spells are sorceries so be aware of that. Usually they will want a ton, something like 30-32 lands, and 15 rocks (sometimes more). Some decks can get away with sub 8 sources, only running the most efficient/effective types, some need much more because they want to be casting higher CMC spells, and need the extra oomph to keep up to the value engines of lower curved decks. Thus, they should cost less than 4 mana. If you're playing big expensive spells (extra turn spells + something to do during those turns) then you'd almost certainly want more. Most of the time I would rather that late game rock be even something as small as a [[Burnished Hart]]. This article takes a more mathematical approach. The vivid lands are counted as a source of any color. Hello everyone. This is without muligans. They will be counted as 1/3 of a mana source. Thanks man, I’m currently at 20, so I think that’s a little too much, but I’ll sub them out when a couple cards I’ve ordered come in the mail :). 23,25(16lands+0,95*5+1+0,75*4) white and black sources, 24,25 blue sources and 23 green sources. As a more experienced player I often get asked how many lands I run. Also, some taplands could be replaced by basics. They are more likely to be hit by removal. Counterspell and Mana Drain would require at least 30 blue sources which is utopian in a deck that also wants to cast Land Tax turn one. The showcased deck was not even a budget build. It's about finding an acceptable number. I just used this example since Atraxa is most popular on EDHrec. Mulligan any 7 card hand with 2 lands and no way to get more. This is guesswork, but I would at least increase the requirements by one for each color more than one your deck has. Let’s look at one of my decks. Combo, depending on the nature of combo, either wants a ton of rocks, or none. Play 23 to be 95% safe! For full disclosure, I am building a B/R deck based on Grenzo, Dungeon Warden. Additionally, even when hitting land drops you probably lose anyway. You mulligan any 6-card hand with 0, 1, 5, or 6 lands. I usually aim for a number around 13 ramp sources. Also, some of the better draw spells are available on 4 mana (Greater Good, Fact or Fiction effects, Concentrate effects). 16 lands produce white, 17 produce blue and 16 produce black.
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