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The lab · mana bases

Do you really need 36 lands?

“Run 36 lands.” “No, 38.” Every Commander player has heard a magic number. We tested it: every mana base from 35 to 55 sources (lands, Llanowar-style dorks and Signet-style rocks), across 11 deck curves and 8 card-draw scenarios, about 190 million simulated games. Short answer: no single land count is required.

New: part 2 computes every draw exactly, and adds game length →

25–47 lands

For a typical deck (spells averaging 3.25 mana), every land count in this range can be built within 1 mana of the best deck over 10 turns.

35 → 48 sources

The best total of mana sources climbs as the average spell cost goes from 2 to 4.5. One number can't fit every deck.

< 0.5 mana

How little swapping lands for cheap ramp changes over 10 turns, once the total number of sources is right.

+4 to +8 sources

How much the best total rises if games are decided by turn 8 instead of turn 10. The answer depends on your table's speed.

The myth, tested

For each curve, the range of land counts (and of total sources) whose deck stays within 1 mana of the best one in its worst draw scenario, over 10 turns. 1 mana is about 3% of what a deck spends in that time.

What the data says: for any curve from 3 to 4.5, decks with anywhere from about 25 to 40+ lands reach the top, as long as the total of lands plus ramp is right. The land count is not the rule; the total of mana sources is, and even that moves with the curve and the length of the game.

A wide range is not “anything goes”. Outside it, decks either stall for mana or flood. And this model leaves out things that push real decks toward more lands: color requirements, removal that kills mana dorks, and lands that enter tapped. The point is narrower and firmer: a fixed land count, given without knowing the deck's curve and speed, is not backed by the numbers. 24 lands is the lowest we tested, so the bottom of each range may go lower.

Explore every mana base

Each square is one deck: lands going up, ramp going across. Darker means closer to the best deck for that curve. Tap or hover a square for its numbers.

Average spell cost (the curve)
Extra draws
Count mana up to
Mana behind the best: average B4 and cEDH lists best

Most resilient bases

The right total depends on your curve

The most resilient deck (smallest worst-case gap across the 8 draw scenarios) for each average spell cost. Cheap decks want few sources and no ramp; heavy decks want nearly 50.

The 8 draw scenarios

Most decks draw extra cards once their engines are online. The scenarios add cards on turns 5 to 8, from none to 7 extra cards.

ScenarioT5T6T7T8Extra cardsBest base, all curves

With few extra cards, the deck runs out of spells: more lands and less ramp do best. With lots of extra cards, ramp pays off because there is always something to cast. A base around 42 sources is never far from the best in either case, and that is what “resilient” means here.

Dorks or rocks?

A zoom on 45 bases with 20,000 games each, averaged over all curves and scenarios.

Dorks come out ahead because they cost 1 mana instead of 2. But nothing in this model kills a creature, so in real games with board wipes, rocks are safer. Treat this table as “cheap ramp beats expensive ramp”, not “play elves over Signets”.

A trap we found: the fixed total budget

The first version fixed the total mana cost of the 99 cards (130 to 230). That sounds fair, but every land you add takes no budget, so the remaining spells get more expensive. Since the model counts all mana as equally useful, a 5-drop scores like two 2.5-drops, and the “winner” runs 47 to 55 lands.

That is why the explorer fixes the average spell cost instead: adding a source then removes a spell of the same size, which is the real trade-off when you build a deck.

How the simulation plays

What this model gets wrong

It is a goldfish: no opponents and no real cards. These gaps matter, biggest first.

Next step: rerun with mixed curves (cheap and expensive spells together), give early turns more weight, and report how often each base stumbles. An earlier study found that win rate follows how fast a deck deploys, not how much mana it makes in total.

Earlier studies

Wasted mana

Across 11 decks in our game engine, win rate against Bracket 4 bots tracked the share of goldfish games won by turn 6 (correlation 0.87), not wasted mana (−0.28) or useful mana (0.39).

miku-deck/b4-research/MANA-STUDY.md
What real lists play

44 public Bracket 4 lists average 33.7 lands and 10.6 accelerants. 22 cEDH lists average 28.9 lands and 17.5. Over 10 turns, the average Bracket 4 base is within 1 mana of the best for any curve from 3 to 4.5.

miku-deck/b4-research/MANA-STUDY.md
Analysis methods

Paired seeds cut the noise of deck benches about 8 times, which is why every deck here plays the same shuffles. The report also rebuilds Karsten's coloured-source tables for 99 cards.

research/mtg-analysis-methods/REPORT.md

Run it yourself

The simulator is plain Node, no install. A full sweep takes about 3 minutes on 4 cores.

cd tools/sim/manabase
node manasim.js sweep --mode avg --games 5000     # every base, fixed curve
node manasim.js sweep --mode budget --games 5000  # the fixed-budget version
node manasim.js one --mode avg --config 34:5:6 --budget 3.25 --games 20000
node analyze.js results-sweep-avg-tight.json --metric useful8