NZB2323 wrote: ↑6 months ago
So if you start with 42 lands and go by the old 8x8 rule where you have 8 draw spells and 8 ramp spells, is 35 the right number?
PrimevalCommander wrote: ↑6 months ago
Negative. Typical rule of thumb is 2x ramp for every 1x land removed. So you would drop down to 38 lands and should probably hold firm there until the deck tells you if you have enough ramp to accommodate that land count. 36 lands is really the floor unless you know you have a very low curve or extremely high amount of card draw to compensate.
8x8 and this rule of thumb are both outdated ideas. 8x8 tends to work out okay as a starting point because it encourages people to play interaction and card draw, but different decks have different needs. One deck may want 12 spot removal spells, another may only want 4. When you have to do that much modification to the chassis, I would argue the original chassis is flawed. As for that rule of thumb, I think your land count and non-fast ramp shouldn't correlate that much. Missing a land drop before your critical turn is a major feel bad, and while ramping into it is strong, if you
do miss that land drop, you're effectively hitting your critical turn on curve, sure, but you're also down tempo (and, sort, of, a card). I would argue that you should be cutting more lands for running cheap cantrips than for ramp spells.
My preferred rudimentary starting place for lands is to look at my curve, multiply it by 2 to use a placeholder for my critical turn, then use a
hypergeometric calculator to find the number of lands I should run to consistently have that many lands by that turn. For example, if your curve is at, say, 2.5, I'd start with 41 lands to have a ~61% chance to have that many lands to be able to cast two spells on turn 5. There are, of course, many,
many factors that affect this count in the end, but I rarely go more than 2-3 lands in any direction (admittedly usually down once I tune the deck) if the curve doesn't significantly change.