![]() Play something like Anchor to the Aether instead, then you'll know what the card is, you know it's good, and you remove a creature at the same time. I know it lets you look at the top card, but there are way better ways to do that. Spy network is completely garbage that should never be played by anyone. Copy enchantment doesn't have enough viable targets imo. enchanted evening + aura thief is going to either being a boring combo that wins the game, or do essentially nothing - this is bad gameplay and I'd cut both. armored ascension is jank, especially in 2-color. ritual of restoration just seems low-impact and bad. Quicksilver Amulet does basically nothing, all your creatures are relatively cheap. Luckily there's also some REALLY obvious cuts. So you almost certainly want more lands than average so you can reliably play the cards he gives you. My decks can have anywhere between 33-46 lands.ĮDIT: looking at your deck, you're playing daxos, who gives CA on his own, but can't play lands. Like everything else with deck construction, it's about knowing your plan and figuring out how to optimize your execution of that plan. If you have high-curve stuff with ramp, you want to go high (ramp does not replace lands - ramp decks need more lands, not fewer). If you have a lot of cheap draw engines, you probably want to go low. It depends a lot on your curve, and what you want to be doing with your turns. Shifting a couple lands in either direction seems like undertuning to me. Think about other constructed formats - depending on the deck, some decks go quite low (even ignoring outliers like manaless dredge) whereas standard decks can go into the mid-twenties or so. ![]() I think people tend to be far too rigid with how many lands they run. Running those numbers, the chance of getting at least 1 of them by turn 2 is 0.174, so 17.4% You want to measure the probability of getting at least 1 mana rock by turn 2 You can then adjust the land count to your liking. So roughly you will have 3 lands by turn 3 66.2% of the times, not counting additional card draws or scry. Number of successes in sample = 3 (how many lands you want to see).Ĭumulative Probability: P(X >= 3) = 0.662 Sample Size = 7 (initial hand) + 3 (cards you draw) = 10 Number of successes in population = #of lands (31 in your case) Suppose you want to see at least 3 lands by turn 3. Then the calculations show the probability of reaching that number of successes in your sampe. Number of successes in sample = how many lands or mana rocks you want to see in the cards you draw Sample Size = total number of cards you draw ![]() Number of successes in population = number of lands or mana rocks If you want to crunch some numbers, there is a probability calculator you can use here:
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