Awaiting simulation run...
Below are a sample of randomly selected simulation passes. Use the arrows to move between them.
🪄 = Spell cast this turn
· = Spell in play from prior turn
⬜🟦⬛🟥🟩 = Basic land in play
🌈 = Multi-colored land in play
⏸️ = Playable, but not chosen
⛔ = Not playable
Empty squares are for cards not yet drawn.
Tapped mana have a trailing /.
#
= colorless manaWUBRG
= colored mana>
= produces mana/
= enters tapped|
= alternate cost-
= reduced by affinityThe goal of wubrg.gg is to build a deck-building tool that goes beyond what a hypergeometric calculator can offer. It runs a Monte Carlo simulation of 1,000+ of games to estimate how well you will be able to cast your spells.
Fill in the simulation settings on the left. Then, paste your deck list in the provided text area. The deck list should include a "Deck" section (which will be simulated) and a "Sideboard" section (which will be ignored). Finally, click the blue “Run” button in the header (upper right) to see the results.
To get your deck list from 17lands, click on the "Deck Export" button from the deck view and select "Copy as plain text" and then paste it here.
Start with your best guess at how you want to build your deck. Then run the simulation and go through the key statistics and visualizations. The dead spells and spells cast per turn statistics are key. Compare how your deck is performing on those metrics to the trophy decks (of your color).
Then, inspect the dead spells by missing color chart to see if you are missing a particular color more than others. If so, try adjusting your land base to better align with your color needs. Re-run the simulation and see if your summary statistics improve.
If not, you may want to consider removing a splash, adding more fixing, or adjusting your curve.
The simulation runs many iterations of a simplified game scenario. For each simulation:
Statistics are computed for each turn and each simulation, and the results are aggregated and presented as key statistics and various charts. You can also follow along with a sample of individual simulation passes in the “Simulation audit”. This can be helpful to better understand what is actually happening in the simulation.
This simulation focuses solely on mana availability and the ability to cast spells. It does not capture many of the complexities of real Magic. For example:
So, in general, think about this as the most optimistic scenario for spending your mana.
The following are core elements of the game that we do account for in the simulation:
floor(turn / drop_amount)
each turn, not going below zero.
Select the card set to use in the simulation. Note that the only currently supported set is DFT (Aetherdrift). I plan to add more sets in the future, but it requires manually coding the mana costs / production capabilities of each card in the set.
Choose whether you are on the play or on the draw. Being on the play means you skip the first draw step of the game but play first. Being on the draw means you draw on the first turn.
Control what mana will be required to cast spells in the simulation when there are alternative casting options. Hard cast: Play the card by paying its full, standard mana cost. Alternative cast: Use a special, often reduced cost or ability, such as cycling or a conditional casting cost.
Paste your deck list here. It should include a "Deck" section and optionally a "Sideboard" section (which will be ignored for this application). To get your deck list from 17lands, click on the "Deck Export" button from the deck view and select "Copy as plain text" and then paste it here. To get your deck list from MTG Arena, first save the deck to your decks, then hover over the deck in the "Decks" section, and click on the "Export" icon at the bottom of the screen, which will copy the deck to your clipboard so that you can paste it here.
Enter the number of cards drawn in your opening hand.
This is the number of turns (or draw steps) to simulate beyond the initial hand. For example, if you set this to 10, the simulation will draw 10 additional cards after the initial hand. Typically, 10 is a reasonable starting place.
Set how many times the simulation will run. More simulations provide smoother statistics but take longer.
Enter a number to seed the random number generator. This makes simulation runs reproducible.
This statistic shows the average number of spells per turn that were “dead” (uncastable) among all simulations. A high value implies more spells are stranded in hand without the necessary mana or colors.
This is the percentage of simulations in which the player could not cast a single spell by turn 3. A high percentage here indicates frequent slow starts.
Indicates how many simulations were completed and how long it took to run them.
Shows how frequently each number of dead spells (1, 2, 3, etc.) occurs on each turn. For instance, if it’s common to have 2 dead spells on turn 5, you’ll see a larger bar at that point.
Illustrates how many spells on average are uncastable each turn because specific colors are missing. If there's a big spike in missing red mana on turn 3, for example, it might be a clue to adjust your red sources.
For each non-land spell, shows how many turns it was delayed before it was castable when it was in your opening hand. The bubble size indicates how often that delay occurred. This can highlight which spells are routinely stuck in your hand for multiple turns past when you ought to be able to cast them if you had the right land colors and always hit your land drops on time.
Displays turn-by-turn data for a subset of random simulation passes, showing exactly which cards were in hand and whether they were castable or not. Use the arrows to step through the sample simulation passes.
When "Use arena Bo1 hand smoother" is selected, the simulator will: - Create three random permutations of your deck. - For each permutation, it draws your initial hand. - Measures the "imbalance" of each hand. - The best balanced hand with the least "imbalance" is kept. Where "imbalance" is defined as abs(#lands - #spells). This approximates the Bo1 hand smoother in Magic Arena.
If you have cards with an affinity-style cost (either artifact or graveyard based affinities), this value controls how quickly their colorless cost reduces over time. For example, if this is 2, on turn 2 the card’s colorless cost is reduced by 1, on turn 4 it is reduced by 2, and so on, never going below 0. So if your card has costs 4 colorless and one U and has affinity, and you are using the default affinity cost drop parameter of 2, then: - Turn 1 cost: 4U - Turn 2 cost: 3U - Turn 3 cost: 3U - Turn 4 cost: 2U - Turn 5 cost: 2U - Turn 6 cost: 1U - Turn 7 cost: 1U - Turn 8+ cost: U This allows you to approximate how many artifacts or other permanents you might have in play by a given turn, without explicitly simulating them.
The average number of spells that are dead in hand per turn. A spell is dead if it cannot be played given available mana.
The average number of spells that are cast per turn.
The total amount of mana available at the end of the simulation divided by the number of turns. This represents how much mana you “added” to the battlefield per turn.
The percentage of total mana you could produce that was used to cast spells. Calculated as (mana consumed / mana available) * 100.
The percentage of simulations where you cast no spells in turns 1, 2 and 3.
The percentage of simulations in which you cast multiple spells in at least one turn.
The number of cards in your deck and the number of lands in your deck.
How many simulations were completed and how long it took to run them.
The mana color that would most help you reduce the number of dead spells per turn, along with the average number of dead spells per turn that this color would address. You may be able to swap in another land of this color to improve your deck. Try this and rerun the simulation to see if it helps.
The average number of turns that cards in your opening hand are cast delayed past the earliest turn they could be cast. For example, if a spell is 2U and cast on turn 4, then it is delayed by 1 turn, since it could have been cast on turn 3 at the earliest.
Share this URL to recreate the simulation: