Learn/Deckbuilding/3 of 5

Deck Ratios

These are baseline numbers for a mid-power Commander deck. They work across most strategies. Specific archetypes deviate from these, covered in ratios by archetype.

The baseline

CategoryRangeNotes
Lands35-3837 is the most common starting point
Ramp10-12Rocks, dorks, land ramp
Card draw8-10Mix of sustained engines and burst
Targeted removal8-12Instant-speed preferred
Board wipes3-4Minimum 2
Win conditions7-10Cards that close the game
Recursion2-4More if graveyard-focused
Protection2-4Boots, counterspells, indestructible effects
Flex / synergy~10-20Commander-specific, pet cards

Total mana sources

Lands plus ramp should add up to 47-50. If you're running 37 lands and 10 ramp spells, that's 47. Enough to cast things on time in a typical game.

If you drop to 35 lands, compensate with 12+ ramp. If you go to 38 lands, 10 ramp is fine. The total is what matters.

Cards that fill multiple roles

Some cards belong in two categories. Beast Within is removal that hits any permanent type. Ravenous Chupacabra is removal and a creature body for sacrifice. Skullclamp is card draw and a combo piece.

Count these in whichever category is weaker in your deck. If you're short on removal, count Beast Within there. If removal is fine but you need more card draw, count it wherever makes the numbers work.

Cards that fill multiple roles are the best cards in your deck. They're the reason 99 cards is enough.

"How does this deck win?"

The question most beginners don't answer clearly enough. You have 7-10 slots for win conditions. What are they?

Specific examples by strategy:

  • Tokens: Craterhoof Behemoth, Triumph of the Hordes, Overwhelming Stampede
  • Aristocrats: Blood Artist loops, Gray Merchant of Asphodel, Kokusho, the Evening Star recursion
  • Control: Torment of Hailfire, Approach of the Second Sun, Thassa's Oracle combo
  • Voltron: Commander damage with evasion and pump
  • Tribal: Lords plus mass pump plus evasive attacks

If you can't name 5 cards in your deck that win the game, add more. You need redundancy. One win condition that gets exiled shouldn't end your chances.

The common mistakes

Not enough card draw. When your deck runs out of gas by turn 6, it's almost always this. 8 is the floor.

Not enough ramp. Decks that don't ramp are a full turn behind for the rest of the game. 10 is the floor.

Too much synergy, not enough infrastructure. It's tempting to fill your deck with cool synergy pieces. But if you can't draw cards, remove threats, or accelerate your mana, those synergy pieces sit in a hand you can't empty and a board you can't protect.

No win conditions. A deck that generates value but never closes the game. You need to actually kill three opponents. That requires specific cards that deal lethal amounts of damage, drain, or combo.

deckbuildingratiosnumbers