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Mtg Mana Curve Analyzer
Paste your decklist
One card per line. Format: 4 Lightning Bolt {R} or 4 Counterspell 2. Mark lands with “Land” in the name.
Mana curve
Warnings
- • Land count (24) is higher than suggested (14).
Paste a Magic: The Gathering decklist (Arena/Modo/text format with quantity prefixes: “4 Lightning Bolt”), see your mana curve as a histogram by converted mana cost (CMC), get the average CMC of nonland cards, and receive a suggested land count using the classic rule of thumb: lands = nonland count / 60 × 24. Tool also flags top-heavy curves (too many 5+ CMC cards), bottom-heavy curves (too many 1-CMC cards), or unbalanced color requirements that a poorly-built mana base won’t support.
Why mana curve matters: in MTG, your turn-by-turn mana grows linearly (assuming you hit a land drop each turn — playing 1 land per turn is the goal of mana base construction). Your deck’s mana curve dictates whether you have plays to make on turns 1, 2, 3, 4 etc. A deck with no 1-2 CMC cards will sit twiddling its thumbs through the early game while the opponent develops board state. A deck with too many high-CMC cards will draw expensive cards early when you can’t cast them, leading to dead hands. The ideal aggressive deck has most cards at CMC 1-3 (curve out and apply pressure); the ideal control deck has more cards at CMC 4-6 (defensive answers in the early game, big finishers late). Midrange decks aim for a smooth curve from 1 to 5.
The 24-land rule of thumb works for 60-card constructed decks with average CMC around 2.5-3.0. Adjustments: average CMC under 2 (aggressive deck) → 20-22 lands; average CMC 2-3 (midrange) → 23-25 lands; average CMC 3-4 (control or ramp) → 26-27 lands; average CMC 4+ (big-mana ramp) → 27-30 lands plus mana acceleration. Commander/EDH decks (100 cards, singleton) typically run 36-40 lands plus 8-12 mana rocks (Sol Ring, Arcane Signet etc.) to compensate for the inability to play 4-of mana fixers. Check your deck against archetype norms: too few lands = mulligans and missed land drops; too many lands = flooding out and drawing topdecks when you need spells.
Nasıl Kullanılır
- Paste your decklist. Format: '4 Lightning Bolt', '2 Swamp', etc. — one card per line, quantity prefix. Tool accepts MTGO/Arena export, Moxfield clipboard format, plain text.
- Read the mana curve histogram: bars showing how many cards you have at each CMC (0, 1, 2, 3, 4, 5, 6, 7+).
- Read average CMC of nonland cards. 1.8-2.3 is aggressive; 2.4-2.9 is midrange; 3.0-3.5 is control; above 3.5 is ramp/combo or you've miscounted lands.
- Read suggested land count. 60-card formats: ~24 lands at avg CMC 2.5; subtract for aggressive, add for control. 40-card limited formats: 17 lands at avg CMC 2.5.
- Cross-check land base color requirements against the colored mana symbols on your spells. The tool flags if you don't have enough sources of a particular color (e.g., 12 sources of blue when you have UU spells = mulligans).
- Iterate. Cut the highest-CMC card you don't desperately need and replace with a 2-CMC card; re-run analysis. Most decks improve with one curve-flattening pass.
Ne Zaman Kullanılır
- Building a new deck from scratch — checking that the curve isn't accidentally top-heavy or bottom-heavy is fundamental.
- Tuning an existing deck after losses — 'I keep losing on turn 4' often comes from a curve issue (no plays in early turns).
- Comparing different versions of a deck — maybe you swapped out 3 four-drops for 3 two-drops; analyzer shows the curve impact instantly.
- Pre-tournament sanity check — a curve with lots of 5+ CMC cards and 23 lands probably needs more lands or fewer top-end.
Ne Zaman Kullanılmaz
- Limited (draft, sealed) decks — those have different rules: 17 lands in 40-card decks is standard, mana fixing is harder, the analyzer's 60-card heuristics don't apply.
- Cube or singleton constructed — 99-100 card EDH/Commander decks have different curve conventions (more high-CMC, more ramp, more lands).
- Combo decks where the curve isn't the relevant metric — Storm decks, Twin combos, Ad Nauseam decks care about combo-piece accessibility, not curve balance.
- When you've hand-tuned the deck against a specific meta — sometimes a 'wrong-looking' curve is correct because the metagame demands it.
Yaygın Kullanım Senaryoları
- Pre-decision sanity-check on inputs and outputs
- Educational use — demonstrating the underlying concept
- Onboarding a colleague who needs the same calculation/conversion
- Verifying a number or output before passing it on
Sık Sorulan Sorular
How many lands should my deck run?
Standard formula: lands = nonland count / 60 × 24. So 36 nonland cards in 60 = 14.4 lands per 60... wait, that's wrong. Correct: a 60-card deck with average CMC 2.5 wants ~24 lands (40% lands). Adjust by curve: aggressive (avg CMC under 2) wants 20-22; midrange (2-3) wants 23-25; control (3-4) wants 26-27; big-mana (4+) wants 27-30 plus mana acceleration. Limited formats: 17 lands in 40-card decks with normal curve. Commander: 36-40 lands plus 8-12 mana rocks.
What's a healthy mana curve look like?
For a typical midrange deck, you want most cards at CMC 2-4: roughly 0-2 cards at 0-1 CMC, 8-12 at 2 CMC, 8-10 at 3 CMC, 4-6 at 4 CMC, 2-4 at 5 CMC, 0-2 at 6+ CMC, plus 24 lands. The curve should peak around your sweet spot (2-3 for midrange, 1-2 for aggro, 3-4 for control) and taper down on either side. A 'flat' curve (5 cards at every CMC) plays poorly because you'll have nothing to do early or have stuck high cards late.
Why does my deck keep stalling on lands?
Three common reasons. (1) Not enough lands — your deck wants ~24 but you only have 22, so you mulligan and miss land drops more often. (2) Too many tap lands — 'enters the battlefield tapped' lands cost you a tempo every time. Limit to 4-6 in modern decks; aggressive decks should run 0-2. (3) Bad color distribution — you have 12 sources of red but the deck wants 18 to consistently cast RR cards on turn 2. Use sources-vs-symbols math: each red mana symbol in CMC 1-2 cards needs ~14 red sources for 90% castability; CMC 3 needs ~16; CMC 4+ needs ~17 sources.
Should I run more or fewer lands?
More if: average CMC is high, you have lots of expensive spells, you're losing because you can't cast 5+ CMC cards. Fewer if: you flood out (draw lands when you need spells), most spells are CMC 1-2, you have card draw / cantrips that thin the deck. Modal cards (lands that double as spells, like Modal Double-Faced Cards in modern Standard) push toward the 'more lands' answer because they don't dilute your spells. Card draw (Brainstorm, Opt, Consider) lets you run slightly fewer lands because you cycle through deeper into your library more reliably.
What's the difference between mana curve in 60-card and Commander decks?
60-card decks have 4-of redundancy and consistent draws — you want a tight curve to cast spells turn after turn. Commander is 100-card singleton, so you can't bank on consistency. Commander curves are flatter and skew higher (more 4-7 CMC cards) because (1) games are longer (4-player politics), (2) you have access to more mana over time, (3) singleton forces variety. Commander mana bases compensate with more lands (36-40 vs 24) and mana rocks (Sol Ring, Arcane Signet — staples in nearly every deck). Don't apply 60-card curve standards to Commander; they're different formats with different rules.
Is the analyzer's suggested land count always right?
It's a starting point, not gospel. Real testing matters more — playtest your deck 20-50 games, count how often you mulligan due to no lands, how often you flood out, how often you miss land drops. Adjust 1-2 lands at a time. Pros and competitive players test extensively; the 24-land heuristic is correct for ~70% of constructed decks but the remaining 30% need adjustment based on specifics (number of cantrips, number of expensive spells, prevalence of mana sinks like X-cost spells). The analyzer also doesn't account for fast mana (Mox, Sol Ring, ritual effects) or specific mana fixing that lets you run fewer lands.