Understanding Commander Mana Curves: Building a Balanced EDH Deck

8 min readBy Manacove Team

Every Commander player has experienced it: you sit down, draw your opening seven, and stare at a hand full of five-drops and six-drops with two lands. You mulligan, keep a mediocre six, and spend the first four turns doing nothing while your opponents ramp, draw cards, and develop their boards.

The culprit is almost always a bad mana curve.

What Is a Mana Curve?

Your mana curve is the distribution of mana values across the cards in your deck. Plot every card's mana cost on a bar chart, and the resulting shape tells you how your deck will play out over the course of a game.

In a healthy Commander deck, this chart typically looks like a hill—few one-drops, rising through two and three mana, peaking around three to four mana, then tapering off through five, six, and beyond. The name "curve" comes from this shape.

But Commander isn't a 60-card format. Games go longer, mana pools grow larger, and splashy high-cost spells are part of the appeal. So how do you balance early-game action with late-game power?

The Ideal Commander Mana Curve

There's no single perfect distribution—it depends on your strategy, colors, and power level. But here's a reliable starting framework for a mid-power Commander deck:

| Mana Value | Card Count | Purpose | |-----------|------------|---------| | 0-1 | 8-10 | Fast mana, cheap interaction, early plays | | 2 | 14-18 | Signets, ramp spells, utility creatures | | 3 | 12-16 | Core engine pieces, removal, card draw | | 4 | 8-12 | Payoffs, midrange threats, board impact | | 5 | 5-8 | High-impact plays, finisher setup | | 6+ | 4-7 | Bombs, game-ending spells, commander tax buffer |

This gives you roughly a 3.2-3.5 average mana value across your nonland cards. That number is a useful quick check—if your average creeps above 3.8, you're likely going to stumble in the early game.

Why Two-Drops Matter Most

The two-mana slot is the backbone of any Commander deck. This is where your mana rocks live (Arcane Signet, Fellwar Stone, Talisman cycle), your early utility creatures set up, and your interaction begins.

A deck with fifteen two-drops will consistently have something to do on turn two after playing a land on turns one and two. That tempo advantage compounds. By turn four, you've deployed a ramp piece, played a three-drop engine, and now you're casting your four-drop while opponents are still setting up.

Skimp on two-drops, and you'll spend the first three turns playing lands and passing. That's three turns of falling behind in a multiplayer game.

Common Mana Curve Mistakes

1. Too Many High-Cost Cards

This is the most common mistake in Commander deckbuilding. Big splashy spells are fun to imagine casting, but you can only cast one per turn in the mid-to-late game. If your deck has twelve cards at six mana or more, most of them will rot in your hand while you wait for enough mana—and enough turns—to deploy them all.

The fix: For every card that costs 6+ mana, ask yourself: "Would I be happy drawing this on turn three?" If the answer is no, consider cutting it for something cheaper that advances your game plan earlier.

2. Not Enough Ramp

Ramp doesn't just accelerate you—it smooths your curve by letting you cast expensive spells earlier. A deck with ten ramp pieces effectively plays its four-drops on turn three and its six-drops on turn four.

The standard recommendation is 10-12 ramp sources for a mid-power deck. This includes:

  • Mana rocks (Sol Ring, signets, talismans)
  • Land ramp (Cultivate, Kodama's Reach, Nature's Lore)
  • Mana dorks (Birds of Paradise, Llanowar Elves) in green decks
  • Cost reducers (Urza's Incubator, Goblin Warchief) in tribal decks

If you're running fewer than eight ramp pieces, your mana curve on paper doesn't reflect your mana curve in practice. You'll cast spells later than their mana cost suggests.

3. Ignoring Color Distribution

Mana value isn't the only axis that matters. A three-color deck with a 3.3 average mana value can still stumble if all its two-drops require double-colored pips (like WW or BB) and the mana base can't consistently produce them.

When building your curve, consider color requirements at each point:

  • Turns 1-2: Stick to single-pip costs or colorless spells
  • Turns 3-4: Double-pip costs are fine if your fixing is solid
  • Turns 5+: Triple-pip costs are manageable by now in most games

A card like Counterspell (UU) is harder to cast on turn two in a three-color deck than Negate (1U). That difference matters for your effective curve.

4. Counting Your Commander in the Curve

Your commander always costs what it costs—you don't need to include it in your curve calculations. But you do need to plan around it. If your commander costs five mana, ensure your deck functions without it for the first four turns. Build your curve so turns one through four are productive regardless of when you cast your commander.

Also account for commander tax. If your commander is likely to die twice, budget for recasting it at seven or even nine mana. That means your deck needs to keep generating value at lower mana costs while you save up for the recast.

How Ramp Reshapes Your Curve

Here's a concept that trips up many builders: your deck's mana curve and your game's mana curve are different things.

A deck might have an average mana value of 3.5, but with 12 ramp pieces, the effective curve plays closer to 3.0. Why? Because a Sol Ring on turn one means your "three-drop" slot is actually your turn-two play. Cultivate on turn three means you're casting five-drops on turn four.

This is why ramp-heavy decks can afford slightly higher curves. A green deck with Cultivate, Kodama's Reach, Three Visits, Nature's Lore, and Sol Ring can reasonably play more four and five drops because it'll consistently hit those mana thresholds ahead of schedule.

Conversely, a low-ramp deck (like some spellslinger or aggro builds) needs an aggressively low curve—average 2.8 or below—to keep pace.

Building Your Curve in Practice

When constructing a deck, don't just count mana values—think about sequencing. Map out your ideal first five turns:

  • Turn 1: Land, maybe a one-drop or Sol Ring
  • Turn 2: Land, ramp piece (signet, talisman, mana dork)
  • Turn 3: Land, three-drop engine piece or removal
  • Turn 4: Commander or impactful four-drop
  • Turn 5: Start deploying payoffs

If your deck can consistently follow this sequence, your curve is healthy. If you're regularly stuck with uncastable cards through turn four, you need to shift weight toward the lower end.

The Real-Time Advantage

One of the hardest parts of curve building is tracking it manually. Add a card, recalculate the average, check the distribution, realize you've added too many four-drops, swap one out, recalculate again. It's tedious, and it's where many builders lose discipline.

Manacove handles this automatically. As you build through conversation, the AI tracks your mana curve in real time—showing distribution, average mana value, and category balance after every card addition or swap. If your curve skews too high, it flags the issue and suggests adjustments before you finalize the list.

You can also ask directly: "Is my curve too top-heavy?" or "Show me my mana distribution." The AI analyzes your current list and provides specific recommendations—which expensive cards to consider cutting and which cheaper alternatives maintain your strategy.

Quick Curve Health Check

Already have a deck? Run through this checklist:

  • Average mana value below 3.5? If not, look for cuts at 5+ mana
  • At least 14 cards at 2 mana or less? If not, add more ramp and cheap interaction
  • Fewer than 7 cards at 6+ mana? If not, those late-game slots are competing with each other
  • 10+ ramp sources? If not, your effective curve is higher than it looks
  • Can you function without your commander for 4 turns? If not, add more early-game plays

If your deck passes all five checks, your curve is in solid shape.

Curve by Archetype

Different strategies call for different curves:

  • Aggro / Voltron: Low curve (avg 2.5-3.0), heavy on cheap creatures and equipment, minimal high-end
  • Midrange / Value: Standard curve (avg 3.0-3.5), balanced across the spectrum
  • Control: Slightly higher curve (avg 3.2-3.8), more interaction and card draw at 2-3 mana, powerful finishers at 6+
  • Combo: Variable—depends on combo pieces, but usually low (avg 2.8-3.2) to dig for pieces faster
  • Spellslinger: Very low curve (avg 2.5-3.0), dense with cheap instants and sorceries

Match your curve to your strategy, not to a generic template.

The Bottom Line

A well-tuned mana curve is the difference between a deck that plays Magic and a deck that watches others play Magic. It's not glamorous—nobody brags about their two-drop density—but it's the foundation that makes everything else work.

Prioritize your two-mana slot, include enough ramp to accelerate past your curve, limit your expensive spells to the ones that truly close games, and track your distribution as you build. Do these things consistently, and your decks will feel smoother, faster, and more competitive at any budget.


Want to see curve tracking in action? Get started with Manacove and build a deck with real-time mana curve analysis. Or check out our guide on budget Commander builds to see how curve discipline keeps costs low.

MT

Written by Manacove Team

The Manacove team builds AI-powered tools for Commander deck builders. Collectively, we have been playing Magic: The Gathering for over 15 years.

Related Articles