How Many Creatures Should You Run in a 60 Card MTG Deck? An In-Depth Analysis
As an avid Magic: The Gathering player and content creator, one of the most common deck building questions I receive is: "how many creatures should I run?"
Newer players often default to jamming as many big flashy creatures as possible. But more competitive deck builders carefully tune and optimize their creature count based on their game plan.
So what‘s the "right" number of creatures for a 60 card deck? Let‘s analyze this topic in-depth across archetypes, formats, and use cases.
Overview: Creature Benchmark Ratios
First, a 30,000 foot overview of typical creature counts:
Archetype | Creature Count |
---|---|
Aggro | 22-26 |
Midrange | 18-24 |
Control / Combo | 8-12 |
However, these ranges are far from hard rules. Plenty of decks skirt outside them if doing so better supports their strategy.
I‘ll break down each archetype more below, along with example deck lists from recent tournaments.
But first, why have so few or so many creatures in the first place? What are the key tradeoffs?
Pros and Cons of High/Low Creature Counts
Playing too many or too few creatures can cause consistency issues. Before picking a number, it‘s important to understand these dueling factors:
Pros of More Creatures
- Increased threats. You have a higher chance to curve out creatures early.
- Resilience vs removal. If some creatures die, you have replacements.
- Dilutes non-creatures. Lowers chance of "dead" non-creature draws.
Cons of More Creatures
- Fewer non-creatures. Less flexibility from spells/other card types.
- Mana curve imbalances. Too many high mana costs cripples aggro.
- Combo dilution. Drawing the wrong half of a combo kills it.
Pros of Fewer Creatures
- Focus on non-creatures. Draw specific reactive spells/card advantage when needed.
- Combo optimization. Consistently assemble 2-3 card combos.
- Mana efficiency. Leaves room for low cost draw/removal.
Cons of Fewer Creatures
- Lack of threats. Not enough creatures to close out games. Durdling around without pressure.
- Threat light draws. Increasing chances you draw all non-creatures.
In a nutshell: more creatures = more threats, fewer creatures = more flexibility. Choose based on what best advances your game plan.
Now let‘s analyze creature ratios across Archetypes and formats.
Creature Counts by Deck Archetype & Format
Digging deeper, appropriate creature ratios vary greatly depending on your deck strategy and format metagame.
Let‘s analyze some real-world competitive deck lists across Standard, Pioneer, Modern, and Legacy…
Aggro Creature Counts
Mono Red Aggro decks epitomize blistering starts with 1 mana creatures into more beaters curving up. A prime example is the current Pioneer staple Mono Red Aggro:
Creature (25) | Other Spells (15) | Lands (20) |
---|---|---|
4x Soul-Scar Mage | 4x Lightning Strike | 4x Ramunap Ruins |
4x Swiftspear | 2x Light Up the Stage | 9x Mountain |
4x Viashino | 4x Skewer the Critics | 4x Sunbaked Canyon |
4x Scrapheap | 1x Castle Embereth | 3x Den of the Bugbear |
4x Robber of Rich | ||
1x Hazoret | ||
4x Eidolon |
By running 25 creatures, Mono Red maintains immense pressure – playing less risks fizzling out of gas. We see similarly high counts across aggro strategies, tailoring threats to that format‘s card availability.
For example, current top Standard R/W aggro lists run 22-26 creatures leaning heavily on Adeline and Luminarch Aspirant:
Creature (26) | Other Spells (12) | Lands (22) |
---|---|---|
4x Adeline | 4x Play With Fire | 4x Needleverge Pathway |
4x Aspirant | 4x Reckless Stormseeker | 1x Eiganjo |
4x Falcon Abom | 4x Furycalm Snarl | 8x Plains |
4x Hengegate | 8x Mountain | |
4x Skyclave | 1x Takenuma | |
4x Jetmir‘s Fixer | ||
2x Brutal Cathar |
aggro decks consistently run 20-26 creatures in competitive builds across formats. Lower counts sacrifice speed which they can‘t afford.
Midrange Creature Counts
Midrange decks occupy a middle ground between aggro pressure and control flexibility. Finding the right creature ratio balance is key.
Current Pioneer Midrange staple Naya Winota leverages Winota to cheat big creatures into play. It runs 21 creatures:
Creature (21) | Other Spells (16) | Lands (23) |
---|---|---|
4x Inkeeper | 4x Abundant Harvest | 2x Branchloft Pathway |
4x Aspirant | 4x Declaration in Stone | 1x Blossoming Sands |
4x Skyclave | 3x Collected Company | 2x Castle Ardenvale |
3x Oathsworn Knight | 1x The Circle Of Loyalty | 1x Eiganjo |
3x Winota | 4x Ranger Class | 1x Emeria‘s Call |
3x Blade Splicer | 3x Forest | |
2x Mountain | ||
4x Plains | ||
4x Sacred Foundry | ||
1x Temple Garden |
With 21 creatures, Naya Winota applies consistent pressure while having flexibility for spells like Abundant Harvest to hit land drops.
Similarly, Modern Jund runs 18-22 creatures depending on flex utility creature choices like Tireless Tracker:
Creature (20) | Other Spells (17) | Lands (23) |
---|---|---|
4x Ragavan | 2x Assassin‘s Trophy | 2x Blood Crypt |
2x Scourge | 2x Kolaghan‘s Command | 1x Bloodstained Mire |
4x Goyf | 1x Liliana of Veil | 2x Blooming Marsh |
2x Kroxa | 1x Liliana Waker of Dead | 1x Overgrown Tomb |
2x Glorybringer | 2x Thoughtseize | 1x Raging Ravine |
1x Hazoret | 1x Inquisition | 4x Verdant Catacombs |
1x Bonecrusher | 3x Wrenn & Six | 1x Wooded Foothills |
4x BBE | 1x K Command | 2x Swamp |
1x Terminate | 2x Forest | |
3x Fury | 1x Mountain | |
1x Urborg |
We see midrange creature counts varying more based on flex utility creatures. But still sticking to ~18-24 allows threats while enabling interactive spells.
Control and Combo Creature Counts
On the other end of the spectrum, control and combo decks splash far fewer threats in favor of draw, countermagic, and removal. This comes with risks however…
For example, early Pioneer control lists were infamously creature light. Decks like Azorius Control ran only:
Creature (8) | Other Spells (31) | Lands (26) |
---|---|---|
1x Empyrean Eagle | 4x Absorb | 4x Hallowed Fountain |
1x Lyev Skyknight | 4x Censor | 4x Glacial Fortress |
2x Torrential Gearhulk | 4x Dovin‘s Veto | 4x Irrigated Farmland |
4x Teferi, Hero | 1x Elspeth Conquers Death | 2x Island |
4x Supreme Verdict | 1x Castle Ardenvale | |
4x Chemister‘s Insight | 1x Castle Vantress | |
3x Sphinx‘s Revelation | 4x Plains | |
2x Time Wipe | 2x Field of Ruin | |
4x Opt | 1x Nykthos | |
1x Cleansing Nova |
Lacking win conditions, early iterations struggled to close out games before getting buried in card advantage battles. More recent competitive control lists upped threats to 12+ creatures while cutting top-end cards.
For example, current top Standard control deck Azorius Control runs 12 creatures by maxing out on Hullbreaker Horror and Lier, Disciple of the Drowned:
Creature (12) | Other Spells (25) | Lands (23) |
---|---|---|
4x Lier, Disciple | 3x Memory Deluge | 4x Clearwater Pathway |
4x Hullbreaker Horror | 3x Emperor‘s Verdict | 4x Deserted Beach |
2x Dragon Turtle | 4x Fateful Absence | 3x Hengegate Pathway |
2x Galazeth Prismari | 4x March of Swirling Mist | 3x Hall of Storm Giants |
3x Jwari Perturbation | 4x Island | |
4x Negate | 1x Otawara | |
2x Timeless Dragon | 3x Plains | |
2x Supreme Verdict | 1x Spara‘s Headquarters |
Even slow control builds now run 10-14 creatures – enough to pressure opponents while retaining spell flexibility. Pure combo decks sometimes dip below 10 if a two card win condition permits.
But in general, competitive control and midrange decks improved consistency by carefully evaluating threats needed to close games. This avoided "do nothing" non-synergy card draws susceptible to opposing card advantage engines.
Key Takeaways: Tuning Creature Counts in MTG
While creature benchmark ratios provide starting guidelines, no "perfect" number exists in isolation. Well built decks carefully evaluate inclusions based on advancing their game plan and meta positioning.
Here are some key principles when tuning creature counts:
Match creature curve to deck speed. Low drops fuel aggro, midrange wants a balance, control needs late game bombs.
Play enough threats to close games. Having inevitability means nothing if you don‘t pressure opponents.
Max out on proven creature staples. Consistency improves by fully playing 4 copies of the best options.
Shave threats for removal/draw if necessary. But not so much that you lack a clock or board presence.
Re-evaluate flex creature slots often. Swap utility creatures to target metagame shifts.
Finding your deck‘s optimal creature ratio comes down to playing enough threats to apply pressure, while retaining the spell flexibility needed to enact your game plan. This balance takes practice, but makes a world of difference in win rate consistency!
I hope this comprehensive analysis gives you new perspective on MTG creature count deck building theory. What has your experience been? Let me know your creature ratio insights in the comments below!