The lab · mana bases · part 2

The land count myth, part 2

Part 1 simulated games at random. Part 2 computes them exactly: every possible draw, with its exact probability, for every mana base on the grid.

Loading results…

Does the answer depend on game length?

Each panel is one deck curve (the average mana cost of the non-land, non-ramp spells). The line is the best deck's land count if the game ends on that turn; the shaded band is every land count that gets within 2% of it. The pink strip is the “36-40 lands” advice. 20 and 48 lands are the ends of the tested range, so a line pinned there may want even fewer or more.

Spell curve
Score
Show
Extra draws (turns 5-8)
Commander cost
Play
Table view

Explore every mana base

Each square is a group of decks with the same number of lands (going up) and the same amount of ramp (dorks plus rocks, going across), scored by its best split of dorks and rocks. Darker means closer to the best deck. The outlined area is everything within 2% of the best. Tap or hover a square for its numbers.

Spell curve
Score
Average spell cost
Game ends on turn
Extra draws (turns 5-8)
Commander cost
Play
Behind the best:
within 2% 36-40 lands average B4 and cEDH lists best

Is 36-40 lands necessary?

A setting is one curve, average cost, commander cost, draw scenario and game length. The advice is refuted in a setting when some deck with fewer than 36 or more than 40 lands scores within 2% of the best deck that has 36 to 40 lands. That is the test written down before any result (see Method).

Spell curve
Score
Play

One deck for every game: robust picks

You don't know how long the next game lasts or how much you will draw. The robust pick is the deck whose worst shortfall (its regret: how far behind the best deck it is, in %) is smallest across all draw scenarios and game lengths. It is the safe choice, not the best one in any single game.

Spell curve
Score
Game lengths covered
Commander cost
Play

Dorks or rocks?

Dorks cost 1 and tap the turn after. Rocks cost 2 and tap at once. For the best deck in each setting, how its ramp splits, and how much it would lose if all of that ramp were one kind.

Spell curve
Score
Play

Medians over every setting. “Loss if all rocks”: the best deck's lands and amount of ramp, but all of the ramp rocks, in % behind the best (when the grid has that deck). Same for all dorks.

Big caveat: these are solo games. Nothing kills a dork, destroys a rock or wipes the board. That favours dorks, which are cheaper. Removal comes in a separate, later variant of this study; until then, read this as “cheap ramp beats expensive ramp”, not “play elves over Signets”.

Does commander cost matter?

How it works

What this model leaves out