๐Ÿ“Š How to Win ยท Data-Backed

Magic: The Gathering โ€” the mana math that wins games

Magic has tens of thousands of cards, but one piece of it is pure, exact math: how many lands you draw. It's a hypergeometric draw from your deck, so your keepable-hand odds, the screw-vs-flood trade-off, and your land-drops on curve are all solvable to the decimal โ€” no simulation, no opinion. A typical 24-land deck keeps a comfortable 2โ€“5 land opener 84% of the time, and a single London mulligan turns that into 98%.

Your opening hand, by the numbers (a 24-land deck)

Exact chance of drawing each number of lands in your 7-card opener. Green = a comfortable keep (2โ€“5), red = one-or-fewer lands (usually a mulligan), amber = flooded (6โ€“7 lands):

0 lands 2.2%
1 land 12.1%
2 lands 26.9%
3 lands 30.9%
4 lands 19.6%
5 lands 6.9%
6 lands 1.2%
7 lands 0.1%

Most opening hands are fine โ€” and mulligans fix the rest. About 84% of 24-land openers land in the comfortable 2โ€“5 zone; only 14% have one-or-fewer lands and 1.3% flood out.

How many lands? The exact screw-vs-flood trade-off

There is no single "best" land count โ€” it depends on your curve. But the cost of each choice is exact. As you add lands, mana-screw (one-or-fewer-land hands) falls and flood rises, while your odds of hitting your 4th land by turn 4 climb:

Lands (of 60)Comfortable (2โ€“5)One-or-fewerFlood (6+)4th land by T4
16 (27%) 61% 39% 0.1% 18%
17 (28%) 65% 35% 0.1% 22%
18 (30%) 68% 31% 0.2% 26%
19 (32%) 72% 28% 0.3% 30%
20 (33%) 75% 25% 0.4% 34%
21 (35%) 78% 22% 0.6% 39%
22 (37%) 80% 19% 0.8% 43%
23 (38%) 82% 17% 1.0% 48%
24 (40%) 84% 14% 1.3% 52%
25 (42%) 86% 12% 1.7% 57%
26 (43%) 87% 10% 2.2% 61%

Rule of thumb that matches the math: aggressive low-curve decks ~16โ€“18 lands, midrange ~23โ€“25, control ~25โ€“27. The famous "โ‰ˆ40% lands" guideline is the 24-land row.

Hitting your land drops on curve

On the play with a 24-land deck, the chance you've drawn enough lands to make your Nth land drop on time โ€” and the chance you've hit at least 3 lands (enough to function):

By turnโ€ฆHit your Nth landAt least 3 lands
Turn 286%59%
Turn 370%70%
Turn 452%79%
Turn 536%86%
Turn 622%90%
Turn 713%94%

Curving out past turn 3โ€“4 is not a given. This is why decks that want to hit every land drop run more lands, cheap card draw, or ramp โ€” the raw deck only gets you so far.

The London mulligan is your friend

Because you draw a fresh 7 each mulligan (then bottom cards), a comfortable hand is very likely within a mulligan or two. For a 24-land deck:

Keep first 7 84%
After 1 mulligan 98%
After 2 mulligans 100%
After 3 mulligans 100%

Don't keep a broken hand out of fear. One mulligan takes your comfortable-hand odds from 84% to 98% โ€” ship the one-landers and no-landers.

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How we got these numbers

Every number here is exact hypergeometric probability, not a simulation. For a 60-card deck with L lands, the chance of exactly k lands in a 7-card opening hand is C(L,k)ยทC(60โˆ’L,7โˆ’k)/C(60,7). We evaluate that across 16โ€“26 lands to show the exact screw-vs-flood trade-off, then derive a one-or-fewer-lands opening (โ‰ค1 land), a flooded opening (โ‰ฅ6 lands), the chance of having hit your Nth land by turn N on the play, and how a London mulligan raises your chance of a comfortable opening. We deliberately do not crown a single 'best' land count โ€” the right number depends on your mana curve and archetype (aggressive decks run fewer lands, control decks more). This is universal Magic math: it does not depend on format, colours, or specific cards.

Validation: the distribution sums to exactly 1 and its mean equals the hypergeometric mean 7ยทL/60 (2.8 lands for a 24-land deck); our P(0 lands) for a 17-land deck is 8.34% (= C(43,7)/C(60,7) = 8.34%). Source code lives in our sims/ folder (mtg_sim.py). See also the full Magic: The Gathering entry.

Common questions

How many lands should I run in a 60-card Magic deck?

There's no single right number โ€” it depends on your mana curve. The exact math shows the trade-off: more lands cut your chance of a one-or-fewer-land opening (from ~39% at 16 lands to ~10% at 26) but raise your flood risk (from ~0.1% to ~2.2%). As a rule of thumb that matches the numbers, aggressive low-curve decks run ~16โ€“18 lands, midrange decks ~23โ€“25 (a 24-land deck is 40% lands), and control decks ~25โ€“27. Pick for your curve, then read the trade-off table.

What are the odds of a good opening hand in Magic?

For a typical 24-land deck, your 7-card opener has a comfortable 2โ€“5 lands 84% of the time. It has one-or-fewer lands 14% of the time (usually a mulligan) and six-or-more 1.3%. These are exact hypergeometric probabilities, not estimates.

Should I mulligan a one-land or two-land hand?

Mulligan aggressively for a functional hand โ€” the London mulligan makes it cheap. With a 24-land deck a single mulligan raises your chance of a comfortable (2โ€“5 land) hand from 84% to 98%, and two mulligans to 100%. A one-land or zero-land seven is almost always worth shipping; a two-lander depends on your curve and what those cards do.

What's the chance I hit my land drops on curve?

On the play with a 24-land deck, you'll have hit your 3rd land by turn 3 about 70% of the time and your 4th land by turn 4 about 52% โ€” which is exactly why adding lands (or cheap card draw/ramp) matters if your deck needs to curve out.