Commander · Deckbuilding

How Many Lands Should a Commander Deck Run?

Run 38 to 42 lands in a typical casual Commander deck. Go lower with a cheap curve and lots of card draw, higher with a big commander or heavy ramp. The real reason is your opening hand: below 40 lands, a two-land keep is usually a mulligan.

Updated 28 Jun 2026 · from real tracked games
38-42
Lands for a typical deck
Keepable hands
89%

Of 14,597 real opening hands kept 2 to 4 lands.

Avg game length
8.8 rounds

Longer than the classic "turn 7" assumption, so you draw more cards to find lands.

Lands per hand
2.93

Average lands in a kept opening hand across tracked Playgroup Live games.

Interactive

Land calculator

Set your deck size and land count to see your opening-hand consistency and your odds of hitting land drops. The math is hypergeometric, the same probabilities used to build a manabase.

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Keepable opener (2-4 lands)
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Hit 3 lands by turn 4
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Flood risk (5+ in opener)
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Most keepable hands at this deck size

Opening-hand odds assume a 7-card hand. The "by turn" odds assume you are on the play, drawing one card per turn. Extra card draw improves every number.

The short answer

Most decks want 38 to 42 lands

The single biggest job of your manabase is giving you a keepable opening hand and a land drop every turn for the first few turns. The hypergeometric math peaks for a 2 to 4 land opener at around 42 lands in a 99-card Commander deck, the same figure Frank Karsten's manabase research lands on. Most casual decks run 38 to 40 because they trade a little consistency for more spells.

Count total mana sources, not just lands. Cheap ramp and mana rocks help, but only if you also hit your land drops. A two-mana rock on a missed land drop is just paying two mana for the land you skipped. Treat ramp as a supplement on top of roughly 36 or more real lands, not a replacement for them.

It depends on your build

Adjust for your commander and curve

Deck type Lands
Low curve, lots of card draw 36-38
Typical midrange deck 38-40
High curve or a big commander 40-44
Heavy ramp and landfall 38-42
Five-color or heavy fixing 38-40
Only on Playgroup

What real games show

Most land-count advice is pure theory. These numbers are ours, measured from games tracked on Playgroup, so you can see what players actually keep and how long games actually run, not just what the math predicts. As far as we know, no one else publishes opening-hand land data at this scale.

Source: Playgroup. 14,597 opening hands from Playgroup Live games, plus 1,306,105 finished games for mulligan and length data. We count the lands in each kept opening hand and the mulligans and round count of every finished game. Updated 28 Jun 2026.

Lands in kept opening hands

14,597 Playgroup Live opening hands. Most players keep 3 lands.

0%
4%
29%
40%
20%
5%
1%
0%
0
1
2
3
4
5
6
7
Lands in the opening 7. Bar height is the share of hands.
How often players mulligan

1,306,105 tracked games. Most keep their first seven.

68%
22%
8%
3%
0
1
2
3+
Number of mulligans taken. Bar shows the share of games.
How long games actually run

Rounds per finished game. The long tail means more draw steps to find lands.

8.84
avg rounds · median 9
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15+
Does keeping more lands win more games?

Win rate is split by table size because a two-player game has a much higher baseline than a five-player pod. Thin land counts are left out. This is directional, not a verdict.

Lands in opener Hands Win rate (duel) Win rate (4-6 player)
0 52 18%
1 656 51% 30%
2 4,256 53% 32%
3 5,821 54% 30%
4 2,975 56% 33%
5 745 53% 32%
6 78 45% 18%

Commander Lands FAQ

How many lands should a Commander deck run?
For a typical casual Commander deck, run 38 to 42 lands. Lower curves and decks packed with cheap card draw can drop toward 36, while high-curve or heavy-ramp decks want 40 or more. The biggest reason to run enough lands is keeping a workable opening hand: two-land hands are usually a mulligan below 40 lands.
Do basic lands count toward the total?
Yes. Every land in your 99 counts, basic or nonbasic. Utility lands, dual lands, and modal double-faced lands all count as lands for the purpose of hitting your land drops, though tapped lands and lands that enter face down can cost you tempo.
How many lands for a two-color Commander deck?
About the same as any other deck, 38 to 40. Color count changes how much fixing you need (duals, fetches, rainbow lands), not the raw land count. A two-color deck just needs fewer perfect-fixing lands than a five-color deck.
How many lands in a five-color Commander deck?
Still in the 38 to 40 range, but lean on fixing: dual lands, fetches, and rainbow lands rather than basics. Five-color decks fail on colors, not on land count, so the number stays similar while the quality of the manabase matters more.
Should ramp replace lands?
No. Ramp supplements lands, it does not replace them. A two-mana rock only helps if you also hit your land drops, otherwise you are just paying two mana to make your turn-three land. Count total mana sources, but most decks should still run at least 36 actual lands plus ramp on top.
Does my commander's mana cost change how many lands I need?
Yes. If you want to reliably cast a five or six mana commander on curve, or your deck has a high average mana value, push toward 40 to 44 lands. Cheap commanders and low curves can run fewer. The calculator above lets you set a target so you can see the trade-off.
Try it yourself

Test your manabase for free

Playtest a deck

Goldfish a deck solo in Playgroup Live to see how often it keeps a workable hand and hits its land drops, no account needed.