You're Probably Building Bad Commander Decks. Part 5: The Numbers. #magicthegathering #mtg

Source: Based Deck Department Apr 24, 2025 Core value-engine

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Summary

The video advocates building a custom deck template per Commander deck by first defining your ideal game plan, the card types needed to execute it, and the cards needels to protect it/yourself, then running enough of each type. Core heuristic: run 38 lands to reliably hit land drops through turn four (wanted in ~80% of Commander decks). For any other card category (ramp, removal, win conditions), probability guidelines guarantee drawing one copy by a target turn: run 11 copies to have one by turn two, 9 copies by turn five, and 6 copies by turn eight (assuming some card advantage online by then). Want more copies in hand, run proportionally more. A byproduct of this quota-based approach is a streamlined deck: it forces cutting non-critical cards, since only cards that do double duty efficiently fill multiple category quotas. The host warns against greedily adding pet cards or alternate win conditions that muddy the deck and crowd out what the strategy actually needs. Deckbuilding takeaway: assign each slot to a functional category, meet the count for each, and prune anything that doesn't serve the plan.

Key Clips

  • [00:33] 38 lands will mathematically ensure you hit your land drops till at least turn four. In over 80% of commander decks, you're probably going to want that.
  • [00:48] If you want to guarantee that you have a single copy of a certain card type by turn two, you need to run 11 of them in your deck.
  • [00:55] If you want to guarantee that you have a certain copy of a card type by turn five, you need to run nine.
  • [01:00] If we want to guarantee a single copy of a certain card type by turn eight, assuming we're running some card advantage by this point, you need to run six.
  • [00:19] Decide what types of cards your strategy needs ΓÇö ramp, removal, or win conditions ΓÇö then fill your deck with the required amount of them to set you up for success.
  • [00:30] This process forces you to build a streamlined deck and take out things that aren't critical; muddying the water with pet cards or alternative win conditions won't leave space for what your deck really needs.

Tags

Archetypes/Strategy: value-engine, midrange Format/Bracket: Core Card Categories: ramp, removal, win-cons, finishers

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