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Summary
Framework for Commander mana curves. Mana curve = distribution of spells across mana values; the player using mana most efficiently tends to win. Most Commander decks sit between midrange and control. Key insight: your commander is a guaranteed spell at a known cost in the command zone, so you need fewer deck cards competing at that mana value. Frank Karsten's Monte Carlo sims (accounting for free mulligan, always-on-the-draw, and the command zone) produce optimal compositions per commander mana value. Core takeaway: the "spine" of two-, three-, and four-drops should hold the majority of your spells (Signet, Talisman, Rampant Growth on two), because cheap spells combine to spend every point of mana without waste. Math suggests zero cards at the commander's mana value, but Karsten says play fewer, not zero. Magic Data Science's 2022 EDHREC data: ~16 two-drops and ~16 three-drops typical; 2-3 mana commanders shave nothing, 4-5 mana commanders shave a little (10 four-drops down to 7-8), high-cost (7+) commanders run ramp-heavy curves loaded at four/five/six. If commander costs four, run ~7 four-drops (8 counting the commander). Also design the spine around what the commander needs on cast: Meren wants a graveyard, Rafiq wants a creature for exalted.
Key Clips
- [05:00] An aggro curve is front-loaded. Most of the spells cost one or two mana. This makes a card like Warped Hellkite fit the aggro deck's curve — it's playable at three and gives you something to do at five, all within one card matching the game plan.
- [06:59] Most Commander decks, outside of cEDH, sit between midrange and control on the game plan spectrum. Games go long enough that you can afford expensive spells, and you're playing three opponents, so pure aggro rarely works.
- [07:47] Your commander is always available to be cast as soon as you have the mana — effectively a spell you've always had in hand at a known mana cost. That changes the math: if you know you're casting a four-mana spell on turn three or four, you don't need as many other four-mana spells competing for that slot.
- [09:53] The spine of the mana curve focuses on two, three, and four drops, where the majority of your spells should live in any Commander deck. That's where you can actually spend all your mana efficiently — Signet on two, Talisman on two, Rampant Growth on two.
- [10:53] Cheap spells are flexible in a way expensive spells aren't, because you can pair them together to fill out a turn's worth of mana without wasting any. The moment you load up on five and six drops at the expense of your twos and threes, you get turns where you overspend or underspend and leave mana on the table.
- [15:41] For commanders that cost two or three, the data shows almost no change. Once you get to commanders that cost four and five, decks shave a little at the commander's mana value — if you normally run ten four-drops, you might see seven or eight instead. High mana value commanders pile density into the four, five, and six range because they're ramp decks.
- [18:08] If your commander costs four mana, the count of your four drops drops to around seven. That sounds low, but your commander is one of the four drops, so effectively you're running eight, and the rest of your curve fills in with a healthy spine of twos and threes.
- [19:01] Ask what you actually need on the turn you play your commander. A commander like Meren wants something in the graveyard already; a combat-trigger commander like Rafiq wants a creature in play so you can attack the turn you cast it. Design your enablers to fit the spine so they land before the commander.
Tags
Archetypes/Strategy: midrange, control, aggro Format/Bracket: Core Card Categories: ramp, removal, draw, win-cons, finishers