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    Deck Building Guide

    The 60-Card MTG Deck Ratio: Lands, Creatures & Spells

    The complete reference for 60-card deck numbers: how many lands, creatures and spells to play, what changes by archetype, and how the mana curve should look.

    Last updated: September 20262 min read

    The 60-card ratio at a glance

    Card typeCountShare
    Lands2440%
    Creatures24-28~45%
    Non-creature spells8-12~15%

    This page is purely about the numbers: how many lands, how many creatures, how many spells, and how to adjust each count. For the step-by-step build process, see the full build walkthrough. Below: the baseline, how the numbers move by archetype, and the curve behind them.

    Ratios by archetype

    The 24/24/12 baseline is the average of every archetype. Once you know what your deck is trying to do, the counts move:

    ArchetypeLandsCreaturesOther spellsCurve peak
    Aggro20-2226-308-12Peaks at 1-2 mana
    Midrange24-2522-2610-14Peaks at 2-4
    Control26-278-1420-26Spread, more 3-5
    Combo20-24VariesVariesBuilt around the combo's costs
    • Aggro: nothing costs more than 3-4 mana, so extra lands are dead draws - cut them for another threat.
    • Midrange: it casts spells at every point on the curve, so it sits on the baseline numbers.
    • Control: it wins with removal, counterspells and card draw, so creature slots become spells and the higher curve wants more land.
    • Combo: the counts follow the combo pieces and the tutors or draw needed to find them, not a generic template.

    Why 60 Cards Exactly (Not 61, Not 80)

    Don't Go Over 60

    Magic's rules state that in the Standard and Casual formats, your deck must have a minimum of 60 cards. Beginners often think more cards mean more options. The opposite is true!

    Why 60?

    If you have 60 cards, you have a better chance of drawing your best, most important cards during the game. If you have 80 cards, those powerful cards are buried in the deck and rarely show up.

    The Goal: Build the leanest, most consistent 60-card machine possible.

    How Many Lands in a 60-Card Deck

    Lands produce mana, and mana lets you cast your spells. If you can't cast your spells, you lose. It's that simple. In a 60-card deck, you need to dedicate a significant portion to ensuring you hit your land drops (playing one land each turn).

    The Magic Number: 24 Lands

    This works for almost every 60-card deck, giving you a 40% chance of drawing a land each turn.

    Adjustments

    +

    If your deck has many high-cost cards (5+ mana), go up to 25 or 26 lands.

    −

    If your deck has almost all low-cost cards (1-2 mana), you can drop to 22 lands.

    When to break the 24-land rule

    • Go to 20-22 when your curve stops at 3 mana - aggro decks would rather draw a threat than a fourth land.
    • Go to 25-27 when you regularly cast five-plus-mana spells, or when you have 4 or more curve-toppers you actually need to cast; add one land for them.
    • Shave a land if you play cheap card draw or mana creatures - two mana creatures or cheap rocks roughly replace one land.
    • The test: if you miss your third or fourth land drop more than one game in five, put the land back.

    How Many Colors Should a 60-Card Deck Play

    And Why Three is a Trap

    A mana base is the mix of lands in your deck. If you build a five-color deck, you'll constantly draw the wrong type of land (e.g., drawing a Red Mountain when all the cards in your hand require Blue mana).

    Keep it Simple

    Focus on two colors. This guarantees that almost every land you draw can produce the mana you need.

    Split the Lands

    If you're playing two colors, split your 24 lands evenly (e.g., 12 Islands and 12 Forests).

    Creature-to-Spell Ratio

    The 24/12 Split

    After you set aside your 24 lands, you have 36 slots left for non-land cards. These 36 cards should be balanced for two reasons: offense and defense.

    Creatures

    24-28 cards

    You need creatures to attack your opponent and block their attacks. These are your main interaction on the board.

    Spells

    8-12 cards

    These are your support cards - anything that isn't a creature or a land (removal, card draw, buffs, etc.). Too many spells and you won't have an army.

    The Mana Curve: How Many Cards at Each Cost

    The Cost Staircase

    The Mana Curve is the single best indicator of whether your deck is fast or slow. It measures how many cards you have at each mana cost (1, 2, 3, 4, etc.).

    A successful curve looks like a bell curve:

    1
    2
    3
    4
    5
    6+

    Mana Cost Distribution

    1-2

    Cheap cards you can play in the first few turns to get started (The start of the bell).

    3-4

    The majority of your cards (The peak of the bell).

    5+

    Just a few "game-winning" cards that you play later (The tail of the bell).

    A sample distribution for 36 non-land cards

    Mana costCards
    18
    210
    39
    46
    5+3

    Treat this as a healthy default, then shift it toward your archetype's peak: aggro moves cards down into the 1-2 slots, control spreads them across 3-5.

    Warning: If your curve is flat and stacked at 5+ mana, you will likely lose the game before you cast a single spell!

    Those are the numbers. For the actual build process - picking a game plan, choosing your key cards, and testing the result - follow the full build walkthrough. New to Magic? Start with the beginner guide.

    Frequently Asked Questions

    Why exactly 60 cards and not more?

    Because every card past 60 makes you less likely to draw your best cards. 60 is the legal minimum, and the minimum is optimal: a lean deck sees its key cards more often. If a card is worth adding, it's worth cutting a worse one to stay at 60.

    What's the ideal creature-to-spell ratio?

    For a first deck: 24 lands, 24-28 creatures, 8-12 other spells. Creatures win the game and defend you; spells clear the way. Skew further toward creatures if you're aggressive, toward spells if you're controlling.

    How many copies of each card should I run?

    Four of anything your strategy depends on - four copies gives you roughly a 40% chance of seeing it in your opening hand plus first few draws. Run fewer copies only of cards that are situational or that you never want two of.

    How many lands should a 60-card deck have?

    24 is the standard answer, and it's the right one for most decks. Drop to 22 only if your deck is nearly all one- and two-mana cards; go up to 25-26 if you're regularly casting five-plus-mana spells.

    How much mana do I need in a 60-card deck?

    Count 24 land as your baseline, then treat cheap mana artifacts and mana creatures as partial lands - two of them roughly equal one land. The test: if you're missing your third or fourth land drop more than one game in five, you need more mana sources.

    How many lands does an aggro deck need?

    20-22 in a 60-card aggro deck. The curve stops at 3-4 mana, so you need fewer lands and can't afford to draw extras.

    How many creatures should a control deck run?

    Usually 8-14. Control wins with answers and card advantage, so most creature slots become removal, counterspells, and draw - the few creatures it keeps are finishers.

    Get your ratios checked automatically

    Let the builder count for you. It applies every ratio on this page to your actual collection - right land count, honest curve, no six-mana pile-ups - and shows its work.