Ratios by Archetype
The baseline ratios work for a generic mid-power deck. Every archetype bends these numbers differently. Here's how.
Aggro
| Category | Baseline | Aggro |
|---|---|---|
| Creatures | ~20-25 | 26-32 |
| Removal | 8-12 | 5-6 |
| Board wipes | 3-4 | 1-2 |
| Lands | 35-38 | 34-36 |
| Ramp | 10-12 | 10-12 |
Aggro runs more creatures and less interaction. The plan is to kill people before they set up, so you need density of threats over density of answers. Fewer lands because your curve is lower. Board wipes hurt you more than most since you're the one with the board. Full aggro guide →
Control
| Category | Baseline | Control |
|---|---|---|
| Creatures | ~20-25 | 10-15 |
| Removal | 8-12 | 12-15 |
| Board wipes | 3-4 | 5-7 |
| Card draw | 8-10 | 10-12 |
| Lands | 35-38 | 37-39 |
Control trades creatures for interaction. You need answers to everything, so removal goes up. More board wipes because you're the one with fewer creatures to lose. More lands because you can't afford to miss drops. Full control guide →
Combo
| Category | Baseline | Combo |
|---|---|---|
| Tutors | 0-2 | 4-8 |
| Card draw | 8-10 | 10-12 |
| Protection | 2-4 | 4-6 |
| Removal | 8-12 | 6-8 |
| Combo pieces | — | 6-10 |
Combo decks need to find specific cards, so tutors and draw go up. Protection goes up because you need to survive your combo turn. Removal goes down because you're trying to win, not interact. Full combo guide →
Voltron
| Category | Baseline | Voltron |
|---|---|---|
| Equipment / Auras | — | 12-16 |
| Protection | 2-4 | 6-8 |
| Evasion | — | 4-6 |
| Removal | 8-12 | 6-8 |
| Board wipes | 3-4 | 1-2 |
Voltron pours slots into equipment, auras, protection, and evasion. Removal and wipes drop because your commander is your main threat and answer. Full voltron guide →
Tribal
| Category | Baseline | Tribal |
|---|---|---|
| Creatures (of type) | ~20-25 | 25-35 |
| Lords / Anthems | — | 5-8 |
| Removal | 8-12 | 6-8 |
| Card draw | 8-10 | 8-10 |
Tribal needs a critical mass of creatures sharing a type for the synergies to work. This crowds out removal and generic goodstuff. Card draw stays the same because tribal decks still need gas. Full tribal guide →
Spellslinger
| Category | Baseline | Spellslinger |
|---|---|---|
| Creatures | ~20-25 | 6-10 |
| Instants/Sorceries | ~15-20 | 35-45 |
| Cost reducers | — | 4-6 |
| Copy effects | — | 4-6 |
Spellslinger inverts the creature/spell ratio. You want as many instants and sorceries as possible because your payoffs (Guttersnipe, Storm-Kiln Artist, Archmage Emeritus) trigger off casting them. Full spellslinger guide →
Aristocrats
| Category | Baseline | Aristocrats |
|---|---|---|
| Sacrifice outlets | — | 5-8 |
| Death trigger payoffs | — | 6-10 |
| Recursive creatures / tokens | — | 8-12 |
| Removal | 8-12 | 6-8 |
| Card draw | 8-10 | 6-8 |
The engine categories replace some removal and draw because the engine itself provides both. Blood Artist is removal (it drains). Grim Haruspex is draw (triggers on death). Full aristocrats guide →