HomeGuides

MTG deck-building basics: lands, mana curve and card ratios

Last updated: August 29, 2026

A pile of powerful cards isn't a deck. What separates a list that wins from one that stumbles is structure: enough lands, a sensible curve, and the right mix of card types. Here are the fundamentals that apply to almost any deck.

Run enough lands

The most common beginner mistake is too few lands. As a rough guide, a typical 60-card deck runs about 17 to 24 lands (lower for cheap aggressive decks, higher for expensive controlling ones), and a 100-card Commander deck runs about 36 to 38 lands plus mana ramp. Missing land drops loses games faster than any single weak card.

Understand the mana curve

Your mana curve is the spread of your cards' costs. You want more cheap spells than expensive ones so you always have something to do early, tapering to a few big payoffs. A deck stuffed with six- and seven-drops sits doing nothing for the first several turns. Aim for a smooth hill, not a wall at the top.

Rough card-type ratios

A balanced deck isn't all threats. A useful starting mix for many decks: enough creatures or threats to pressure opponents, a package of removal and interaction to answer theirs, and some card draw so you don't run out of gas. Ramp helps in bigger formats. Adjust to your strategy, but don't skip removal or draw.

Stay focused

Every card should support your plan. It's tempting to include a favourite that does its own thing, but a focused 100-card deck beats a pile of unrelated good cards. Ask of each card: what does this do for my strategy? If the answer is "not much," cut it.

Fix your colours

If you play two or more colours, dedicate part of your manabase to fixing — dual lands and cheap ramp — so you can actually cast your spells on time. Good mana is invisible when it works and fatal when it doesn't; see our budget staples guide for cheap fixing.

Ready to build? Paste a list into the deck builder to price it, or browse singles to fill the gaps.