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How Many Lands Should You Run in Commander? The 37-40 Land Rule Explained

Why 37–40 Lands is the Ideal Range

How Many Lands Should You Run in Commander? The 37-40 Land Rule Explained
Image source: BetweenWalls, mtgsalvation.com, accessed Feb 22 2026

Why 37–40 Lands is the Ideal Range

Commander is fundamentally different from other formats. You have a 100-card singleton deck, meaning you cannot rely on drawing duplicates to smooth out your early game. This makes consistency far more important.

Running 37–40 lands ensures that you reliably hit your early land drops. Missing land drops in the first 4 turns is one of the fastest ways to fall behind at a Commander table.

Your early turns establish everything: your ramp, your card draw engines, and your board presence.

If you miss those opportunities, catching up becomes significantly harder.

Statistically, running fewer than 36 lands greatly increases your chances of stalled early turns, while running more than 40 lands increases the risk of drawing too many lands and not enough action.

The 37–40 range strikes the ideal balance between consistency and efficiency.


Image Source: Scryfall, scryfall.com, accessed Feb 22 2026

Your Archetype Should Influence Your Land Count

Not every Commander deck should run the exact same number of lands. Your archetype plays a major role in determining your ideal count.

Aggressive Decks (35–37 Lands)

Aggressive decks focus on low-cost creatures and fast pressure. Commanders like Winota, Joiner of Forces or Edgar Markov operate with lower curves, often averaging mana values below 3.

Because these decks rely on cheaper spells, they can afford to run slightly fewer lands.

However, going below 35 lands still introduces unnecessary risk.

Aggro decks still need consistency to apply pressure early and continuously.


Midrange Decks (37–39 Lands)

Midrange is the most common archetype in Commander.

These decks aim to play efficient threats, interact with opponents, and generate long-term value. Commanders like Muldrotha, the Gravetide or Korvold, Fae-Cursed King fall into this category.

These decks benefit greatly from the standard 37–39 land range.

They need enough lands to reliably cast their commander and maintain steady development throughout the game.


Control Decks (38–40 Lands)

Control decks prioritize long-term advantage, reactive spells, and higher-cost finishers.

Commanders like Atraxa, Grand Unifier or Teferi, Temporal Archmage often require significant mana investment.

These decks benefit from higher land counts because they need to consistently reach higher mana thresholds to maintain control of the game.

Missing land drops in control decks can be especially punishing.


Ramp and Landfall Decks (40+ Lands)

Some archetypes actively benefit from running even more lands.

Commanders like Aesi, Tyrant of Gyre Strait, Tatyova, Benthic Druid, and Lord Windgrace actively reward you for playing additional lands.

These decks often run 40–42 lands because lands themselves function as resources beyond mana.

In these decks, drawing lands is rarely a downside.


Image Source: Scryfall, scryfall.com, accessed Feb 22 2026

Ramp Changes the Equation

Ramp plays a critical role in determining how many lands you need.

Cards like Sol Ring, Arcane Signet, Cultivate, and Nature’s Lore effectively function as additional mana sources.

However, ramp does not replace lands entirely.

Ramp accelerates your mana—but it still requires lands to function reliably.

A good rule of thumb is this:

• More ramp allows you to lean toward 37 lands
• Less ramp pushes you toward 39–40 lands

Balance is key.


Image Source: Scryfall, scryfall.com, accessed Feb 22 2026

Mana Curve Matters More Than Players Realize

Your deck’s average mana value—often called its mana curve—is one of the strongest indicators of how many lands you need.

Decks with low curves can operate efficiently with fewer lands.

Decks with high curves need more lands to function properly.

If your commander costs 6 or more mana, you should strongly consider running at least 38 lands.

Your commander is often the centerpiece of your strategy. Consistently casting it is essential.


Consistency Wins Games

Commander is a format defined by powerful spells and dramatic plays—but those moments only happen if your deck functions reliably.

Running the correct number of lands ensures that your deck can execute its strategy smoothly.

Most decks should begin with 37–40 lands as a baseline.

From there, you can adjust based on your archetype, ramp, and curve.

Consistency is not flashy—but it wins games.


Build Smarter Mana Bases

Finding the right land count is one of the most impactful improvements you can make to your deck.

For tools that help you analyze your mana curve, ramp package, and deck consistency, visit:

EDHLAB.gg

For practical Commander deckbuilding lessons, strategy breakdowns, and gameplay insights, follow:

The Rhystic Scholar on TikTok and YouTube

Pay the cost. Draw the lesson.


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