Magic how much land
Playing a land is not like playing a spell; it is a special action that does not use the stack and does not require passing priority in order for it to resolve.
When a player wants to play a land and has the opportunity, they simply put it into play. Although many lands generate specific colors of mana, lands are colorless on their own. Brady Dommermuth explained the flavor behind the playing of lands in a Magic duel : [5].
Whether the mage actually needs to visit the land is an open question. Maybe some lands are so mana-rich or renowned that mages can create a connection to them from across space, time, or even across planes. In any case, once a mage has established a bond to a given place, they can manifest that bond by concentrating on it, then channeling the mana from the land into themselves for spellcasting. Then the mage could literally 'tap' the mana globe to draw its power into themselves. The mana globe would then slowly regenerate until it was ready to be siphoned again.
The bond could also be represented at the site of the land, such as with a totem or magical sigil that 'marks' the mage's bond to it. It used to be that any unique place would be considered legendary for card purposes, whether it was a single structure or an entire city.
We decided recently that unique places should be able to accommodate more than one mage's bond. Theoretically, that means you could start seeing more unique places on nonlegendary land cards. This doesn't mean we won't print legendary lands anymore; such lands will simply be conceived as places that can support a bond with only one mage.
The subtype for lands is called land type and is exclusive to lands. Green is the color that loves lands the most, but every color loves its own basic land type.
These effects are not found often, but they are also both in green's slice of the color pie. Two keywords that play into "lands matter" are Landfall and Awaken. The creation of basic land tokens is a mechanic that appears on test cards in the Mystery Booster set Generated Horizons. My subjective judgment of saying that Unless you have tracked the results of thousands of games in a certain matchup, there is no scientific reason why Besides, there are plenty of factors that should influence your land counts as well, such as whether or not your deck contains additional sources of mana e.
But no matter how many lands you play, mana screws and mana floods are part of the game. Little bits of variance give weaker players a chance to beat better players, lead to games that play out differently every time, add excitement to draw steps, and make for interesting deck building decisions. But while a little bit of randomness is fun, too much randomness is not. Likewise, if random Aetherworks Marvel spins decide too many games, then players may feel that the game is out of their hands.
Besides cycling lands, creaturelands, or land-search effects with an alternative ability in the late game, there are plenty of other cards that help mitigate mana flood, and these are invaluable tools for any Constructed deck. It is somewhat surprising to me that in comparison, there seem to be fewer cards that mitigate mana screw.
To some extent, the above-mentioned cards help a little bit because they incentivize people to add more lands to their deck. But mana screws still happen from time to time, even with inflated land counts, and then there are not many cards that can help you. Just a random thought. Back to the math. For my second method of providing insight into the question of how many lands you need, I went over the last 3 Pro Tours Kaladesh , Aether Revolt , and Amonkhet.
I grabbed all Top 8 deck lists and all deck lists outside of the Top 8 that went or better in Standard. This yielded 78 deck lists in total. For each of these decks, I noted down the number of lands including, for this purpose, Attune with Aether and Traverse the Ulvenwald and the average converted mana cost of nonland cards.
Because nearly every one of these Standard deck had between 22 and 26 lands—with 24 the most common number by far, I then also added the Top 8 decks of the last 4 Modern Grand Prix events Kobe, Copenhagen, Vancouver, and Brisbane, for a total of 32 decks to get some decks with more extreme numbers of lands.
My method also counted Ulamog, the Ceaseless Hunger as a card with converted mana cost 10, which is not completely fair either. But with the time I had available, I was able to assemble a data set whose quality I would call sufficient. But I'm not in the practice of asking my opponents what kind of deck they run, then adjusting mine to combat theirs. Having a 90 card deck is great for standing up to any foe. Besides, I find it a bore to try to eliminate as much chance as possible and run decks with 4 repeats of nearly every card.
Thats plenty of mana for a lowdrop deck. Re: how much land should a 90 card magic deck have Don't necro threads.
Nobody who original posted in this is even gonna see it, as it was posted 3 years ago. Join Date Jan Posts Re: how much land should a 90 card magic deck have.
I love it when people criticize a deck for being too big. Similar Threads what percentage of a 60 card deck should be land By tommy in forum Learn to Play Magic. And why do I need this ratio?
This means around lands for a card deck, and lands for a card deck. Typically, you see three variations. As far as why, in Limited your reliance on never missing a land drop in the first four-six turns is much higher than usual.
That consistent ramp up to four-six lands means dropping those higher-cost creatures and game-winning bombs. EDIT: On the subject of mana acceleration, as I previously mentioned, it's almost always in your favor to run what you can mana fetch spells, mana creatures and artifacts, filter lands, etc.
Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. How many lands should I have in my sealed or draft decks?
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