Magic Duels

Magic Duels

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why do people hate lands?
is this some kind of mtg inside thing about land hate or an aggro player collaboration,
cause each time I see any deck built for origins by players it has max 20 lands and God forbid more,

I mean, you'll sometimes have problems even with as much as 25, with less than twenty on origins you can't do ♥♥♥♥ 9/11 times cause you can't draw normally,

even acid moss everywhere, do you guys think lands are evil or what?

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Showing 1-15 of 65 comments
nanaki Aug 8, 2015 @ 1:14pm 
yes lands are evil and should be avoided as much as possible.

There is not a whole lot of good cards that cost 6 or more mana. I think they excluded skysnare spider/sentinel of the eternal watch, wich further decreases the number of playable 6+ drops. I think most if not all good 6+ drops are rare/mythic and thus limites to a card limit of 2/1.

20 lands is fine for a low to mid curve and 22-23 will do for midrange decks with 4 and 5 mana cmc cards. If your deck is green then you can run the gatecreeper which is pretty good ramp and even gives you a small wall vs aggro. ( i think you can safely replace around 2 land with 4 gatecreeper)
well, I started only a week ago and already can make a deck with more than 5 6+ cards,
Well, mostly play with 21 in my decks - and passionately waiting to get the full set of my Evolving Wilds to replace those gates.
Nigrescence Aug 8, 2015 @ 1:23pm 
I have a deck I call Land Power which uses 25-26 lands and its whole point is to get lots of lands on the field and/or in your hand. It's pretty fun. Control decks will usually want to go up to perhaps 24 or 25 lands, whereas midrange will want about at least 22, probably no more than 24. Highly aggressive decks with low costs will tend to go down to 20, no more than 21, and sometimes even fewer lands than that.

The whole point is to have the amount of lands you will probabilistically want at a certain point in the game. So the number of lands included will vary based on what you're planning to do with the deck. And, on a metagame point, it will vary based on the popularity of land destruction.
Last edited by Nigrescence; Aug 8, 2015 @ 1:24pm
nanaki Aug 8, 2015 @ 1:25pm 
Originally posted by Crni Gjuro:
well, I started only a week ago and already can make a deck with more than 5 6+ cards,

which ones did you pull? Off the top of my hand i know woodland bellower, korthoped and high arbiter are in duels and they cost 6mana. I dont think there is any common/uncommon at 6mana, with both spider and sentinel excluded.
c.a.smith_100 Aug 8, 2015 @ 1:31pm 
I feel that the slowness of the game (along with the free mull) allows you to run 1 or 2 less lands, i'm a bit guilty of this and running a 3 colour control with 24 lands and a meterite, and i'm even running a low curve to make it work, if there was no free mull i'd definatly be on 25.

I have played some people who get stuck on 3 lands, it's an easy win and i feel bad for it.

Originally posted by Viscount Landgrave:
Well, mostly play with 21 in my decks - and passionately waiting to get the full set of my Evolving Wilds to replace those gates.

Words of advice if you are playing 2 colours keep the gates they are better, if 3 a combination of gates and evolving wilds is better, if 4 or more i'd probably say gates and gatecreepers with a few basics to turn on the rare lands. This is unless you have a use for evolving wilds exccept deck thinning.
nanaki Aug 8, 2015 @ 1:32pm 
just went through the list and outside of the mentioned rare/mythic bombs you only have the boonweave giant and axebane stak at 6 or more mana (4/4 aura fetcher and 6/7 green beast). So no matter what deck you build, your curve will be mid range at its highest*. With lots of 4/5 drops i would go with 24 lands. Every other deck that has either a lower curve or uses the gatecreeper, can/should run fewer lands

*except until someone builds a 4-5 color deck to run all high cmc bomb rares
Last edited by nanaki; Aug 8, 2015 @ 1:34pm
williamfv93 Aug 8, 2015 @ 1:57pm 
IN 60 cards, you should play 24 lands if you has 2 color, 20 if you have one color. (24/60 helps you to have good opening land (2-4) statistically)
Robie399 Aug 8, 2015 @ 2:13pm 
Well, i guess i'm the only one who does this but; since i play a green deck that is boosted by any and all terrain that comes into play (more creatures, more mana, higher chance of getting my plainswalker...) i have at least 30 terrains in my deck. It's actually really powerful.
andresacram Aug 8, 2015 @ 2:27pm 
There's no tried-and-true recipe for how many lands a deck should play. Each deck and each strategy has a different need. You basicly need to know a) how far does your mana curve goes, b) which land combination your deck needs to function properly most of the time, and c) how soon your deck wants/needs the game to end. IMHO, only the most mono-colored aggressive decks can afford to play with 20 or fewer lands. To achieve that, you need a deck full of 1- and 2-drops and cheap removal/burn/tricks such that you end the game before the opponent can play their more expensive (and more powerful) threats. You need to be perfectly okay with never playing another land after your second or third, before it will happen a reasonable amount of time. Two color decks, even aggressive ones, don't have that luxury, as you can't risk to draw two lands of one color and have all your creatures being the other one, and lock yourself from playing anything relevant before turn 3 or 4. And control decks, even mono-colored ones, will usually want as many lands as they can get away with; they'll have more expensive threats, and even when they don't, they'll usually be more interested in reaching the point of the game when they can cast two or three spells every turn.

This article is a good starting point http://magic.wizards.com/en/articles/archive/level-one/basics-mana-2015-07-06
c.a.smith_100 Aug 8, 2015 @ 2:28pm 
Originally posted by williamfv93:
IN 60 cards, you should play 24 lands if you has 2 color, 20 if you have one color. (24/60 helps you to have good opening land (2-4) statistically)

Wrong you play a number of lands to hit your curve through the first couple turns then by late game cast the big stuff, legacy decks tend to play 0-3 cmc cards and cheap draw therefore can play a low land count, a standard control deck needs to hit it's sweeper mana (3-5 depending on standard) on the turn it can be played this means running more land so you hit your land drop each turn no matter how many colours you are running, along with this your curve is mostly 3-6 cmc.
Cam Aug 8, 2015 @ 2:53pm 
i use 18 lands and play all white deck, it's unbeatable 4/10 times 5/10 close game and 1/10 get mana locked
Dave Lister Aug 8, 2015 @ 2:58pm 
It's not the lands so much as the RNGG. 40% chance land screwed, 40% land flood, 20% sweet spot
Dave Lister Aug 8, 2015 @ 3:00pm 
What's cmc?
c.a.smith_100 Aug 8, 2015 @ 3:01pm 
Originally posted by Dave Lister:
What's cmc?

Short for converted mana cost, it is how much mana the card costs to cast.
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Date Posted: Aug 8, 2015 @ 1:07pm
Posts: 65