You’ll Never Build Commander Decks the Same Way Again

Source: Based Deck Department Apr 21, 2025 Core midrange

This entry is a ready-to-use AI prompt — copy it and paste into ChatGPT or Claude.

Summary

Argues Commander decks should be built to a math-backed template around a specific game plan, so you draw lands, ramp, removal, or win conditions exactly when needed. Land math: ~42-43 lands guarantees 3 in opener and 5 mana by turn five with no ramp; author personally runs ~38 and calls 32 indefensible. Ramp: to reliably have a mana rock/dork by turn two you need ~11 copies; four ramp sources is effectively zero (need ~25 cards drawn), so run enough to be reliable or none. General copy-count guidelines to guarantee one by a given turn: 11 by turn two, 9 by turn five, 6 by turn eight (assuming some card draw); double the copies for two. Apply the same counts to removal, card advantage, and win conditions. Deck examples: Sauron wants heavy ramp + 5 win conditions; John Bunyan aggro wants 1-mana ramp and 13 cheap protection spells for turn-three consistency; Skullbriar/low-curve decks run near-zero ramp. Favor cards that do double duty (ramp/removal stapled to creatures, graveyard-fill as card advantage) and recursion synergy to hit high counts. Cut pet cards and alt win-cons that dilute the plan. cEDH templates differ. Trim a land per 2-3 ramp/draw sources; run the numbers via

Key Clips

  • [02:37] In your opening hand, you're probably going to be happy or at least comfortable with three lands. Mathematically, to do that reliably, you need to be running at least 42 to 43 lands.
  • [04:38] Let's assume you're running a deck like my Sauron or Ian Malcolm Dinosaur decks and you desperately want a mana rock or ramp spell by turn two. We'll need exactly 11 copies in our deck to consistently guarantee us that ramp source.
  • [05:24] If you're running four ramp spells, you may as well be running zero because on average you'll need to draw 25 cards into your deck to guarantee drawing one of those ramp sources.
  • [06:26] You'll want interaction by around turn eight. If we assume you've drawn an extra three cards by turn eight, you'll need six copies of a removal spell in your deck to likely have one by that point.
  • [06:43] What if you want two removal spells by that point? Well, you need 11 in your deck. Make that an active choice rather than an accidental one where you randomly have four removal spells and are disappointed you never draw them.
  • [07:29] In my John Benton deck I desperately want protection spells, especially at the start of the game, because if I connect once I'll likely draw into more. This is why my deck has 13 cheap protection spells, so I'm almost certain to have one by turn three.
  • [11:04] 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.
  • [11:25] To guarantee a single copy of a card type by turn two, run 11 of them. By turn five, run nine. And to guarantee one by turn eight, assuming some card advantage, run six.

Tags

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

← Back to Knowledge Base