So, I was toying with a RDW build where the deck sort of curves out at the 4 mana mark. I was curious though as to what the land counts that are normal are for aggro builds. I know in the past I have seen as low as 21-22 sort of depending on the build. I was going to start with 23 mostly because I am not that comfortable with aggro decks but I was curious as to what a normal count would be these days and for what reasons.
Moving forward, it seems like there are a lot of potential ways to eat up extra mana between dash and firebreathing abilities on cards. I wonder how much that might impact this sort of a consideration as well.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
My personal experience with Aggro decks uses close to this "formula"
Mono Colored deck with 4x 4cmc cards: 20 land
For each additional 4cmc card, add 0.5 land.
For each additional color add, 1 land (if there are duals that dont enter tapped), or 2 lands (if there are only etb tapped lands)
This seems to work pretty well for me as a base land count, but definitely is usually a good start.
Aggro, depending on the curve, some aggro can go as long as 18-19 land, especially a RDW.
From the above link, with 23 lands in your deck you would have a 58.6% chance to have that land on turn 4 when you needed it. Going down to 22 lands lowers that chance to 53.9%. That's roughly every other game you would have that needed land by turn 4.
If you're wanting to top out at 4 CMC, then 22 lands appears to be the sweet spot.
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The world is on fire
and you are here to stay and burn with me.
Cut it down, bro!
I make 19 work with one in the board, but my build is exclusively 1-2 drops except Rabblemaster and Stoke.
Hell, you should be really steaming along with three lands, and you'll likely draw the fourth to hard-cast Stoke if you need to.
If you feel like you should go above 20, toss in a few fetches for thinning. It's done pretty well for me.
Of course none of this really applies if you're dashing out every turn.
Moving forward, it seems like there are a lot of potential ways to eat up extra mana between dash and firebreathing abilities on cards. I wonder how much that might impact this sort of a consideration as well.
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[Modern] Allies
Mono Colored deck with 4x 4cmc cards: 20 land
For each additional 4cmc card, add 0.5 land.
For each additional color add, 1 land (if there are duals that dont enter tapped), or 2 lands (if there are only etb tapped lands)
This seems to work pretty well for me as a base land count, but definitely is usually a good start.
Aggro, depending on the curve, some aggro can go as long as 18-19 land, especially a RDW.
Read the article at the following link. It's an excellent tool to determine how much land you should be running.
http://diestoremoval.com/forums/viewtopic.php?f=92&t=845
From the above link, with 23 lands in your deck you would have a 58.6% chance to have that land on turn 4 when you needed it. Going down to 22 lands lowers that chance to 53.9%. That's roughly every other game you would have that needed land by turn 4.
If you're wanting to top out at 4 CMC, then 22 lands appears to be the sweet spot.
The world is on fire
and you are here to stay and burn with me.
I make 19 work with one in the board, but my build is exclusively 1-2 drops except Rabblemaster and Stoke.
Hell, you should be really steaming along with three lands, and you'll likely draw the fourth to hard-cast Stoke if you need to.
If you feel like you should go above 20, toss in a few fetches for thinning. It's done pretty well for me.
Of course none of this really applies if you're dashing out every turn.
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