MTG Land Calculator

Enter your mana curve and this works out how many lands to run. It computes the answer from your own deck rather than reading off a table, and then shows you what that land count really delivers turn by turn, including the land drops no deck can reliably hit.

60 for constructed, 99 for Commander, 40 for draft or sealed.

Your mana curve. How many spells you run at each mana value. Leave lands out: that is what this works out.

Counted as half a land each. Include them in the curve too.
One mana draw a card effects. A third of a land each.
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The finding this page is built on

Three formats settled on three land counts, independently, over decades of play. Nobody coordinated it. And all three deliver almost exactly the same thing:

ConventionDeckChance of making the third land drop
24 lands60 cards78.9% on the play, 85.6% on the draw
37 lands99 cards, Commander80.0% on the draw
17 lands40 cards, limited84.5% on the play

Forty cards, sixty cards, ninety nine cards. Three different games, really. And every one of them arrived at hit your third land drop about four times in five.

That is what makes this page able to compute rather than quote. The target is not something we invented and it is not a coefficient copied out of somebody else's article. It is the number the game already agreed on, recovered from the counts everyone plays, and then applied to your curve instead of an average one.

Why you cannot hit your late land drops

This is the part that surprises people, and it is worth seeing in a table. Here is what a standard 24 land deck actually does, on the play:

Land dropOn time
Turn 291.0%
Turn 378.9%
Turn 463.2%
Turn 546.7%
Turn 631.9%

Your sixth land arrives on turn six less than a third of the time. And you cannot buy your way out of it: getting that to 90% takes 38 lands, which is 63% of the deck. At that point you have a deck made of lands that occasionally draws a spell.

So a six mana card is not a card you cast on turn six. It is a card you cast on turn eight, and the honest way to plan a deck is to know that going in. This is the entire reason ramp exists.

Screw and flood pull against each other

Mana screw is too few lands. Flood is too many. Adding lands fixes one and causes the other, which is why the question has an answer at all rather than just going up forever.

Lands in 60Opening hand with 0 or 1Opening hand with 5 or more
2219.0%5.6%
2414.3%8.3%
2512.2%9.9%
2610.4%11.8%
287.4%16.1%

They cross between 25 and 26. Below that you are more likely to be short than flooded, above it the reverse.

The thing that actually helps, and it is not lands

Here is the number that should change how you think about this. A keepable opening hand means two to four lands. Going from 22 lands to 26 moves that from 75.4% to 77.8%, which is 2.4 points for four whole card slots. You are trading screw for flood almost one for one.

One mulligan, at 24 lands, moves it from 77.5% to about 94.9%.

The mulligan is worth more than any land you could add, and it costs you nothing to build. The same is true of cheap card draw, which is why the published formulas subtract lands for cantrips. If your deck feels like it floods and screws in equal measure, the answer is usually not a different land count. It is more ways to dig.

How this handles ramp and rocks

A mana rock is not a land, and pretending it is one will get you screwed. You have to cast it first, which means spending a turn and needing lands to do it. But after that it makes mana, so it is not nothing either.

We count each ramp spell or rock as half a land and each cheap cantrip as a third. Those are our editorial figures, not published ones, and the page shows you exactly what it subtracted so you can disagree with the arithmetic rather than just with the answer. They sit in the range the common formulas use, and the honest position is that anyone quoting a precise coefficient here is quoting a fit, not a law.

Commander is a different game

The 37 land convention is sound, and it holds up under the maths better than most conventions do. Two things make Commander behave differently from the numbers alone:

Use 99 for the deck size. The command zone is not part of your library, so your commander is never a card you might draw.

This is half the question

How many lands and which lands are two different problems, and this page only does the first. Once you have a total, the manabase calculator works out the colour split from the coloured pips in your casting costs, so you know how many of these lands need to make red.

If you want the raw probability behind any of this, the hypergeometric calculator is the engine both pages run on, and the opening hand calculator covers mulligans and the odds of drawing a specific card.

Frequently asked questions

How many lands should a 60 card deck run?

Twenty four is the usual answer and it is a good one for a curve averaging around three mana. What is worth knowing is what it buys you: 24 lands in 60 gives you about a 79 percent chance of making your third land drop on time on the play, and about 86 percent on the draw. A cheaper curve can drop to 22 or 23, and a deck that genuinely needs five lands wants 26 or more.

How many lands should a Commander deck run?

Thirty seven is the convention for a 99 card deck, and it holds up well. It gives about an 80 percent chance of hitting your third land drop, which is almost exactly what 24 lands gives a 60 card deck. Mana rocks and ramp let you go lower, and this calculator counts each one as roughly half a land.

Is this the same as a manabase calculator?

No, and the two answer different halves of the same problem. This one gives you the total number of lands from your mana curve. A manabase calculator takes that total and works out the colour split from the coloured pips in your casting costs. Our manabase calculator does the second half, and the two are meant to be used together.

Why can I not hit my later land drops?

Because no realistic land count lets you. At 24 lands you hit your sixth land drop on turn six only about 32 percent of the time, and getting that to 90 percent would take 38 lands, which is nearly two thirds of your deck. This is not a flaw in your deck. It is why decks play ramp, and why a card that costs six is a card you cast late.

What is mana screw and mana flood?

Screw is too few lands to cast your spells, flood is so many that you draw blanks. They pull in opposite directions, which is the whole difficulty. In a 60 card deck they cross at around 25 or 26 lands, where the chance of an opening hand with one land or none roughly equals the chance of one with five or more.

Does adding lands stop me getting mana screwed?

Far less than people expect. Going from 22 lands to 26 moves your chance of a keepable opening hand from about 75 percent to about 78 percent, because you trade screw for flood almost one for one. A single mulligan does far more: at 24 lands, one extra look takes a keepable hand from about 78 percent to about 95 percent.

How does this count mana rocks and ramp?

Each ramp spell or mana rock counts as roughly half a land, and each cheap cantrip as about a third. Those are our editorial figures, not published ones, and the page states what it subtracted so you can disagree. They are worth less than a land because you have to cast them first, and worth something because after that they make mana.

Should I count my commander?

Not as a land, but it does change the shape of the question. A commander is a spell you can always cast, so Commander decks reliably have something to do with their mana in a way that 60 card decks do not. Use 99 for the deck size, since the command zone is not part of your library and never gets drawn.

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