They can help dig for gas in the late game and hit land drops early. Be careful about overloading. Creaturelands are the tapped lands I play the most often. They provide the best late-game topdecks as far as lands go, and provide needed pressure to planeswalkers.
These are fine fixers and can come in handy when you are having trouble casting double-casting-cost spells. I would steer clear of these if you are playing a large amount of colored 1-drops. They are better than the Odyssey filter lands, however. These work fine because, more often than not, they come into play untapped. Fastlands enter the battlefield untapped early, which is ideal because that is where it is most crucial to have access to the 2 colors immediately.
The more expensive spells in your deck, the worse these become. Painlands are perfectly acceptable because they enter untapped. It can add up fast. Cycling lands have the same upside as Temples late game but are superior because they can be cashed in to help dig for something fresh.
They are pretty awful to play early game, though. If you have Life from the Loam or other ways to abuse them, their value goes up and they count toward cards like Vedalken Shackles and High Tide. I find myself playing these only if my deck is basically 1 color, splashing a second. Because they can be fetched out and the deck usually contains a high number of basic lands, this is a suitable home for them.
There are plenty of creative and interesting ways to tweak and tune your Commander decks and remain competitive, but I find having an optimal mana base to be the best starting point.
There is no substitute for consistent access to all your colors and even optimally built 3- and 4-color decks in this format seldom have mana issues. Join me next week where I discuss the metagame, and the many powerful commanders you can employ.
What are your favorite lands to include in your decks? Let me know in the comments. Thanks so much for reading and until next time, may they never have the Wasteland. Skip to content. About The Author. She dabbles in all formats, always looking to take her game to the next level.
The first thing you should do when making any Commander deck is to, well, pick a commander. A commander can be any legendary creature that you like. Sometimes the theme is tribal, like everything being dragons. No matter what it is, having a strong core idea to build around is going to make your decks much easier to make. A big part of the fun of Commander is in building a deck and finding obscure cards to include. As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck.
Naturally, you want as many special lands as you can find. Lands that generate more than one colour of mana or that have special abilities are always a great shout.
That leaves you with around 60 cards to choose. Generally speaking, you want to try and find cards that affect all of your opponents while leaving your own stuff untouched. Cards such as Cyclonic Rift, for example. Different colours will have different removal, so Black and White are going to be able to use cards that destroy and exile. Red will be able to use spells that deal damage to destroy things, and Green is stuff with cards that let your creatures fight other creatures.
This is where things get really fun. He has been playing Magic so long he once traded away an Underground Sea for a Nightmare, and was so pleased with the deal he declined a trade-back the following week. He also smells like cotton candy and sunsets. Toggle navigation. A lengthier explanation and updated evaluation on average card type distribution can be found here.
Don Miner to the rescue! Decks added in the last year average 31 lands. Teysa Orzhov Armory. Commander 1. Dana Roach. Tags birds of paradise , cmc , general tazri , jeleva nephalias scourge , kess dissident mage , lands , mana rocks , superior numbers , teysa envoy of ghosts , wayfarers bauble.
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