How Many Fixing Lands Should an MTG Cube Have?

TLDR

For a mostly two-color environment, begin with draftable fixing lands equal to about 10–12% of the Cube. That means roughly 36–43 fixing lands in a 360-card Cube or 54–65 in a 540-card Cube. Treat this as a starting range, not a law: aggressive environments may need faster, pair-specific lands, while three-color and five-color themes need broader fixing.

Keep the basic-land station separate. Basics are available during deckbuilding and do not occupy drafted Cube slots. Also track utility lands and nonland mana sources separately, because neither category answers the same design question as fixing.

The quick answer to how many lands and fixing cards should an MTG cube have

A practical starting point is 10–12% of the Cube devoted to draftable fixing lands. The broader community heuristic is roughly 10–15%, but the lower, narrower range is a sensible first build for an environment intended to produce mostly two-color decks. Too little fixing creates avoidable color problems; too much can make color commitments feel optional. Riptide Lab’s discussion of lands and mana fixing in Cube describes that underlying tension.

Cube size Starting fixing range Pair-specific template What the numbers mean
360 cards 36–43 fixing lands 3 per color pair, then flexible fixing An eight-player draft can expose the entire Cube.
450 cards 45–54 fixing lands 3–4 per pair, then flexible fixing A larger pool adds variation, so not every fixer appears.
540 cards 54–65 fixing lands 4–5 per pair, then flexible fixing The full Cube makes 36 packs of 15, but a normal eight-player draft uses only 360 cards.
720 cards 72–86 fixing lands Begin from percentage, not a rigid cycle count Greater variation requires enough redundancy for supported archetypes.

The arithmetic is simply Cube size multiplied by 0.10 to 0.12. Round to whole cards and adjust after drafting. Percentages travel between Cube sizes more reliably than statements such as “run 40 lands,” which may be generous at 360 and extremely sparse at 720.

A traditional eight-player draft uses 360 cards: eight players times three packs times 15 cards. Wizards’ Booster Draft overview also confirms that players may add any number of basic lands when building their decks. A 540-card Cube therefore leaves 180 cards unseen in that draft, including some portion of its fixing. If you increase Cube size without increasing fixing proportionally, supported color pairs become less reliable even though the list technically contains more lands.

The basic-land station is not part of the fixing count

Draftable nonbasic lands belong inside the Cube list. The Plains, Islands, Swamps, Mountains, and Forests players add after drafting belong in a separate land station. Combining these numbers makes the Cube’s mana look far healthier than the draft itself will feel.

For example, a 360-card list with 40 fixing lands still has 40 fixing lands whether the storage box contains 100 basics or 200. The land station supports deck construction; the drafted lands determine whether players can assemble reliable multicolor mana bases.

For a typical six- to eight-player group, the site’s guide to stocking an MTG Cube basic-land station recommends starting with 150 basics, or 30 of each basic land type. That supply sits beside the Cube rather than consuming 150 Cube slots.

What percentage of a Cube should be lands?

There is no useful universal percentage for all lands because “land” includes two different design jobs. Fixing lands help decks cast spells of multiple colors. Utility lands provide effects, synergies, or resources and may not fix mana at all.

Report both numbers when auditing a list: fixing lands as a percentage of the whole Cube, and total draftable lands as a separate percentage. If an illustrative 360-card Cube contains 40 fixing lands and eight colorless utility lands, it has 48 draftable lands in total. That is 13.3% total lands, but only 11.1% fixing. The second figure is the relevant one when asking whether a blue-red drafter can cast both halves of the deck.

Utility lands can still justify their slots through landfall, cycling, graveyard, sacrifice, or other land-based packages. Their archetype contribution is real; it just should not be mistaken for access to colored mana.

How many dual lands does each color pair need?

For 360 cards, start with three pair-specific fixing lands for each of the ten color pairs. That accounts for 30 slots. Add six to thirteen flexible sources—fetch lands, triomes, five-color lands, or other broadly usable fixing—to reach the 36–43 target.

For 540 cards, begin with four or five lands assigned to each pair. Forty to fifty pair-specific slots leave room for flexible fixing until the Cube reaches roughly 54–65 fixing lands. These templates are construction tools rather than universal requirements.

Equal cycles make list management easy, but equal numbers are not automatically equitable. White-red aggro may need untapped sources that preserve tempo. Blue-black control can tolerate some lands entering tapped. A green-centered three-color theme may receive additional flexible sources because green’s nonland acceleration is part of the environment. Pair support should reflect what the decks need to do, not merely make a spreadsheet symmetrical.

This is also where archetype design and fixing meet. If a color pair is supposed to be a major lane but regularly loses its fixing to unrelated splash decks, the answer may be more pair-specific lands rather than more universal lands. Review the fixing alongside your Cube’s aggro, midrange, control, and combo archetypes.

How to count fetches, shocks, duals, triomes, and utility lands

Count physical slots first. A shock land, two-color dual, fetch land, triome, or rainbow land occupies one Cube slot and counts as one fixing card. A triome does not become three fixing slots because it displays three basic land types. Likewise, one fetch land should not be counted repeatedly under every pair it might support.

  • Two-color dual or shock land: one land slot and one fixing card. Assign it to its primary color pair.
  • Fetch land: one land slot and one fixing card. Record all the pairs it can support in a separate coverage audit.
  • Triome or other three-color land: one land slot and one fixing card, with coverage across three colors.
  • Five-color or rainbow land: one land slot and one fixing card. Track its broad availability because it is more flexible than a pair-specific dual.
  • Colorless utility land: one land slot, normally zero fixing cards.
  • Colored utility land: count it as fixing only when it meaningfully improves access to multiple colors needed by decks in the environment.
  • Mana rock, mana creature, or treasure producer: zero land slots. Track it in a separate nonland-mana category.

Fetches and fetchable targets also need to be examined as a system. Several fetch lands do not guarantee strong fixing if drafters have too few eligible targets to find. Conversely, fetches combined with abundant typed duals or triomes can give one land access to a very broad section of the Cube’s colors.

Nonland sources still affect how easily decks splash. A Cube with 40 fixing lands plus numerous rainbow mana rocks will play differently from one with the same 40 lands and almost no artifact or creature fixing. Track those categories separately, then evaluate their combined effect at the table.

Change the fixing to fit the archetypes

Two-color aggro

Aggressive decks care about tempo as much as color access. Prioritize untapped or conditionally untapped pair-specific lands. A nominally generous fixing section can still fail aggro if too many of its lands enter tapped. If one- and two-mana plays define the environment, the speed of the mana base matters more than adding another slow five-color source.

Two-color decks with light splashes

The 10–12% starting range usually gives these decks room to operate without making the third color free. Fetch lands and duals with basic land types increase flexibility, while life payments and sequencing requirements preserve meaningful costs.

Intentional three-color themes

If wedges or shards are actual draft lanes, increase overlapping fixing rather than expecting pair lands alone to carry them. Triomes, rainbow lands, green fixing, and carefully chosen fetchable targets can help. Make sure the fixing appears often enough at the Cube’s normal pod size; a supported theme is not really supported if its mana sits in the unseen third of a 540-card list.

Lands-matter decks

Fetches, cycling lands, sacrifice lands, graveyard lands, and utility lands may all function as archetype pieces. Count their fixing contribution honestly, but give them separate tags for synergy. This prevents an archetype package from disguising a shortage of actual colored sources.

Can too much fixing make five-color piles too easy?

Yes. Plentiful premium fetch-and-dual combinations, untapped rainbow sources, and low-cost nonland fixing can let drafters select the strongest card from every pack without paying enough for loose color commitments. Cube-design discussions regularly identify this as the other side of mana consistency: excellent fixing can weaken color identity and crowd out intended pair-based archetypes.

That does not mean five-color decks are inherently a problem. They can be an intentional archetype. The warning sign is when the same multicolor good-stuff strategy is routinely easier to assemble than focused decks, especially when players can take powerful gold cards early and assume the mana will arrive later.

Before cutting lands, consider changing fixing quality. Replace some universally useful untapped lands with pair-specific sources, lands that enter tapped, or sources carrying life and sequencing costs. Fixing quality can preserve playable mana while making draft choices matter.

A fixing audit for your next Cube draft

  1. Count every draftable land, then divide the list into fixing lands and nonfixing utility lands.
  2. Calculate fixing percentage by dividing fixing lands by total Cube size.
  3. Make a color-pair coverage grid. Record which pairs each fetch, triome, and rainbow land can actually support without counting the card as multiple slots.
  4. Track nonland fixing separately, including mana rocks, mana creatures, and repeatable treasure production.
  5. Check speed. Note how many sources enter tapped, cost life, require another land type, or otherwise affect sequencing.
  6. After each draft, record which color pairs were played, which fixing went unused, and which decks failed to cast spells on time.
  7. Watch for good-stuff decks. Determine whether broad splashes are an intended reward or are replacing narrower archetypes.
  8. Change a small group of lands at a time. Alter count, coverage, or quality rather than rebuilding all three simultaneously.

Add fixing when supported pairs repeatedly struggle to reach playable mana, drafters avoid gold cards because the risk is too high, or a larger Cube no longer presents enough relevant lands in ordinary pods. Cut or narrow fixing when four- and five-color decks appear without deliberate effort, pair-specific cards lose their draft identity, or broadly useful lands become automatic early picks.

Sometimes the count is correct and the land selection is wrong. A fast Cube may need fewer tapped lands; a graveyard Cube may want fixing that sacrifices itself; a lower-power environment may benefit from visible tempo costs. If the audit leads to a major list revision, finalize the counts before you custom-print the Cube, not after hundreds of cards have already joined the shuffle pile.

Start with the percentage, then let the drafts decide

For a 360-card Cube, start around 36–43 fixing lands, including roughly three pair-specific lands per color pair. For 540 cards, begin around 54–65, with four or five pair-specific lands per pair. Fill the remaining slots with flexible fixing suited to the environment.

Keep basics, utility lands, and nonland mana in separate counts. Then evaluate more than raw quantity: pair coverage, speed, fetchable targets, archetype support, and the ease of splashing all change how those lands play. The right fixing section is the one that lets supported decks function while still making color commitment a real draft decision.

References

  1. Card/Deck – Lands in Cube | Riptide Lab – MTG Cube Draft Forum
  2. MTG Booster Draft | Magic: The Gathering
  3. How Many Basic Lands Do You Need for an MTG Cube? – Hundred Dollar Cube
  4. General – The Fixing and I | Riptide Lab – MTG Cube Draft Forum
  5. General – Optimizing my mana base | Riptide Lab – MTG Cube Draft Forum

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