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How many lands should a Commander deck run?

Last updated: October 22, 2026

Most Commander decks should run 36 to 38 lands out of their 99. Start at 37 and adjust for your deck: fewer if it is full of cheap ramp and low-cost spells, more if your commander or your best cards cost six or more. Below 33 is risky for almost any deck.

Why that many

A Commander game is decided by how many spells you cast, and you cannot cast them without hitting your land drops for the first five or six turns. Missing one early costs more than drawing an extra land late, when you have plenty of things to spend mana on. Most precons run 36 to 38 lands for the same reason.

Adjusting the count

How many should be basic lands?

More than you might think. Basics are not just filler:

As a guide: a mono-colour deck can run almost all basics plus a few utility lands. A two-colour deck usually wants 20 or more basics alongside its dual lands. A three-colour deck still wants a dozen or more, plus duals, Command Tower and Exotic Orchard. The dual lands guide covers which nonbasic lands to add, and budget utility lands covers the lands that do more than make mana.

Buying basic lands

If you are building several decks or replacing the basics in a precon, it adds up quickly: a single deck can need twenty of one type. We sell basic land packs of 10 lands of one type: Plains, Island, Swamp, Mountain and Forest. Need 30 Islands? Add three packs. The Deck Builder can also swap a list's basics for land packs for you.

Building your first Commander deck puts the land count next to the rest of the skeleton.

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