How many colored sources do you need?

Short answer: to cast a single-pip spell on turn 3 in 90% of games on the play, run 22 sources of its color in a 99-card Commander deck, 13 in a 60-card deck and 9 in a 40-card Limited deck. A double pip on turn 3 takes 36, 22 and 14, and a triple pip takes 48, 29 and 19. In a Commander pod, where nobody skips their first draw, that turn-3 single pip needs 20.

Each cell below is the fewest sources of one color that reach the bar: the chance of having drawn at least that many of them, one per pip, among the cards you have seen by that turn. A source is any card that makes the color by then, which is mostly lands. The figures come from the same exact hypergeometric engine as our mana base calculator, which sits below the charts for any case they do not cover.

Every chart is at a 90% bar and comes in two halves, on the play and on the draw. They are one table read twice: on the draw you have seen the cards you would have seen a turn later on the play, so each draw chart is the play chart moved up one row.

99 cards: Commander

99 cards, on the play

The first seat of a two-player game, the only Commander seat that skips a draw. Sources of one color for a 90% bar:

TurnOne pipTwo pipsThree pips
1274459
2244053
3223648
4203344
5183040
6172838
7162635

99 cards, in a pod

Every seat in a game of three or more players, where nobody skips the first draw:

TurnOne pipTwo pipsThree pips
1244053
2223648
3203344
4183040
5172838
6162635
7142433

The single-pip column is the one most decks live in: about 20 sources for a color you need by turn 4, which a two-color 37-land deck can give both of its colors with a handful of duals. The double-pip column is where a mana base stops being a land count and becomes a deckbuilding decision. A turn-3 double pip wants 36 sources on the play and 33 in a pod, a third of the deck in one color, which only the deck's main color can carry. Our double-pip guide works through what to do when a card asks for more than that. A triple pip wants 33 sources even on turn 7 in a pod, so a triple-pip card is a near-mono-color commitment.

Our other Commander guides quote the on-the-play chart. It is the cautious figure, so a mana base built to it holds up in every seat, and if you only play in pods the second chart is the one your games will see.

60 cards: Constructed

60 cards, on the play

TurnOne pipTwo pipsThree pips
1162735
2152432
3132229
4122026
5111824
6101722
791521

60 cards, on the draw

TurnOne pipTwo pipsThree pips
1152432
2132229
3122026
4111824
5101722
691521
791419

The turn-1 row is the aggro question. A one-drop on turn 1 wants 16 sources of its color on the play; the 14 that builders often quote reaches 86.1%, a missed one-drop about one game in seven. The aggro mana base guide takes that further, into the turn-2 double pip that 22 lands cannot reach.

40 cards: Limited

40 cards, on the play

TurnOne pipTwo pipsThree pips
1111824
2101621
391419
481317
571216
661115
761014

40 cards, on the draw

TurnOne pipTwo pipsThree pips
1101621
291419
381317
471216
561115
661014
75913

A two-color draft deck with 17 lands splits them around 9 and 8, which meets the single-pip bar for both colors by turn 4 and a double pip for neither. The late rows are the splash question: even a spell you cast on turn 6 wants 6 sources of 40 at this bar. A splash of four sources reaches 77.6% on turn 6 and three reaches 66.8%, which is the reliability a splash gives up to keep the main colors whole.

How the bar moves the number

90% is a bar, not a law. Asking for less costs fewer sources and more games without the color. A 99-card deck checking a turn-4 cast on the play:

BarOne pipTwo pipsThree pips
80%152737
85%172940
90%203344
95%253849

And a 60-card deck checking a turn-3 cast on the play:

BarOne pipTwo pipsThree pips
80%101825
85%111927
90%132229
95%162532

Lowering the bar to 80% takes a Commander single pip on turn 4 from 20 sources to 15, at the price of a late color in one game in five instead of one in ten. Raising it to 95% asks for 25. The calculator below takes any bar from 50% to 99%.

Reading the chart honestly

Run your own numbers

The calculator opens on the chart's first Commander answer: a single pip on turn 3 with 22 sources, on the play. Change the deck size, pips, turn and bar to check a case the charts skip, or enter the sources your deck actually runs to see its odds. If the list is already built, the deck mana audit runs every colored spell in it at once.

What the chart leaves out

Every figure counts the opening seven exactly as dealt, then one card a turn. Mulligans lift the real odds above these, since a hand with no source of a color is one players send back, and so does card draw. Tables that assume a mulligan strategy print lower source counts for the same bar, so treat each number here as the floor a careful keep improves on.

FAQ

How many sources of each color does a 60-card deck need?

At 90% on the play, a single pip wants 15 sources by turn 2, 13 by turn 3 and 12 by turn 4. A double pip wants 24, 22 and 20, and a triple pip 32, 29 and 26. On the draw, each figure is the next turn's.

Why do Commander source counts drop in a multiplayer game?

Because nobody skips their first draw. In a two-player game the player who goes first skips it, so the on-the-play figures belong to that seat. In a pod of three or more players every seat draws on its first turn and has seen one extra card by every turn, which takes a turn-3 single pip from 22 sources to 20 and a turn-3 double pip from 36 to 33.

How many sources for a turn-2 spell in Commander?

At 90%, a single pip on turn 2 wants 24 sources of its color on the play and 22 in a pod. A double pip on turn 2 wants 40 and 36, which no two-color deck can give one color, so a two-drop with two pips is a card you plan to cast on turn 3 or later.

How much does an 80% bar save over 90%?

In a 99-card deck on the play, a turn-4 single pip falls from 20 sources to 15 and a double pip from 33 to 27. The price is one game in five without the color on time instead of one in ten.

How many colored sources does a 40-card Limited deck need?

At 90% on the play, 9 sources for a single pip by turn 3 and 8 by turn 4, and 14 and 13 for a double pip. A 17-land deck split 9 and 8 meets the single-pip bar in both colors by turn 4, and a double pip in neither.