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How Many Lands Should Your Commander Deck Run?

Use hypergeometric probability to find the right land count for your 99. Data-driven analysis for aggressive, midrange, and control strategies.

By LeylineMay 4, 20268 min read
  • mana base
  • strategy
  • math
  • commander

Every Commander player has asked this question: "How many lands should I run?" The common answer is 37, but that number is a starting point, not a rule. The real answer depends on your deck's mana curve, ramp package, and game plan.

Instead of guessing, we can use **hypergeometric probability** — the same math behind card draw calculations — to figure out exactly how likely you are to hit your land drops on each turn.

The Math Behind Land Drops

In a 99-card Commander deck (excluding your commander), you draw an opening hand of 7 cards, then draw 1 per turn. By turn T, you've seen T + 6 cards total.

The hypergeometric distribution tells us the probability of drawing at least K lands from a deck of N cards when we've seen n cards:

**P(X >= K) = sum of C(K,k) * C(N-K, n-k) / C(N,n) for k = K to min(K_total, n)**

Let's see what this means in practice.

Probability of Hitting Land Drops

This table shows the probability of making every land drop through turn T, for different land counts. "Turn 5 (11 cards)" means you've seen your opening 7 plus 4 draw steps.

LandsTurn 3 (9 cards)Turn 4 (10 cards)Turn 5 (11 cards)Turn 6 (12 cards)Turn 7 (13 cards)
3363.2%44.1%28.0%16.3%8.8%
3568.1%49.8%33.4%20.7%11.9%
3670.4%52.7%36.2%23.1%13.7%
3772.7%55.5%39.1%25.6%15.6%
3874.8%58.3%42.0%28.2%17.7%
4078.8%63.6%47.9%33.7%22.3%

Opening Hand Quality

A keepable hand usually needs 2-4 lands. Here's how land count affects your opening hand:

Lands2+ in opening 73+ in opening 70-1 lands (mulligan risk)
3374.6%42.9%25.4%
3578.2%47.7%21.8%
3679.9%50.1%20.1%
3781.4%52.5%18.6%
3882.9%54.8%17.1%
4085.6%59.4%14.4%

The Ramp Factor

Mana dorks, signets, and other ramp spells act as pseudo-lands. A Sol Ring on turn 1 is functionally a land drop. When we count lands AND ramp pieces as "mana sources," the math changes significantly.

This table treats lands + ramp as a combined pool of mana sources and calculates the probability of having 4+ mana available by turn 4 (10 cards seen):

LandsRamp PiecesEffective SourcesP(4 mana by turn 4)
3784575.6%
37124983.3%
37155287.9%
35104575.6%
35155084.9%
33124575.6%
33154881.5%

Recommendations by Strategy

Based on the probabilities above, here are data-driven recommendations:

**Aggressive / Low Curve (avg CMC < 2.5)** - 33-35 lands + 12-15 ramp pieces - You need fewer land drops but fast mana early - Prioritize 1-2 CMC ramp (Sol Ring, Mana Crypt, signets)

**Midrange (avg CMC 2.5-3.5)** - 36-37 lands + 8-12 ramp pieces - The classic 37 works well here - Balance between land drops and spell density

**Control / High Curve (avg CMC > 3.5)** - 37-40 lands + 8-10 ramp pieces - Missing a land drop is devastating - Consider extra land-fetching effects (Cultivate, Kodama's Reach)

**Lands-Matter / Landfall** - 40-44 lands + land-specific ramp - Lands ARE your spells — more is better - Prioritize ramp that puts lands on the battlefield

Key Takeaways

1. **37 lands is a solid default** — it gives you an 82% chance of hitting your 4th land drop on turn 4 2. **Ramp matters more than raw land count** — 35 lands + 15 ramp outperforms 40 lands + 5 ramp for hitting 4 mana by turn 4 3. **Low-curve decks can go lower** — if your average CMC is under 2.5, you can safely cut to 33-34 lands with enough cheap ramp 4. **Don't go below 33 lands** — even with heavy ramp, mulligan rates spike below 33 5. **Use the Leyline deck analyzer** to check your specific deck's mana base probability score

Put this into practice

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