One important subtlety here is that which cards you need to cast "on time" actually varies depending on your matchup. Instead, decks that top out with some lethal six-drop either play ramp spells or other tricks to get there earlier, or they don't actually fret about resolving one on turn 6 (control decks with cards like Aetherling and Consecrated Sphinx, for instance, are more concerned with getting the mana for timely board control spells, like Supreme Verdict, than actually casting their finisher ASAP). It gets even worse for decks trying to stick a six-drop on turn 6: on the face of it, it seems like you'd want over 50% of a deck to be lands! "Real" decks don't do that, though. By turn 4, you've seen only three more cards, so making your fourth land drop (which implies that you also made your first, second, and third ones on time, by the way) reliably now demands that something like 40+% of your deck be land. On turn 1, you've already seen about 7 cards (and you can mulligan bad hands) making your first land drop is pretty easy even with only a dozen lands in your deck. Basically, you're trying to find an optimal balance between "I need mana to play my spells in a timely fashion" and "I want to draw active cards all the time (which usually means spells)."įor me, it boils down to a question of which lands drops do you need to make " on time".īecause players start with an opening hand of several cards but subsequently draw one card per turn (typically), your access to mana isn't linear.
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