#Toluz Budget Control

238 messages · Page 1 of 1 (latest)

robust lintel
quaint halo
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Should run around 40 lands, 36 is simply not enough.

silver cosmos
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36 is not bad 40 is way too much

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38 is probably the number

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or 37

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and i'd probably go with 37 considering mana curve

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but 36 is fine

quaint halo
silver cosmos
quaint halo
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you need a high land count to ensure you get lands early

silver cosmos
quaint halo
silver cosmos
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and i understand the math and all of that stuff but theory is one thing and practice a whole another

quaint halo
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I play 40+ lands in normal midrange decks and I found that doing so made them much more consistent.

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these arent particularly high curved decks either

silver cosmos
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wdym rather be drawing in the early game

quaint halo
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You would rather use your card draw to draw into action late game than to use it in the early game to find a land

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Spending your turn 2 or 3 on a card draw spell is really bad tempo

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Using your turn 7-8 on a card draw spell is much better because you can usually follow up with it

silver cosmos
quaint halo
silver cosmos
quaint halo
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You can do that in the mid game when you have the mana

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its much better to set up your engine or whatever plan you are doing early

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Id rather spend 2 mana on turn 5 where I can do something else after, than spend 2 mana on turn 2 in hopes i get a and drop turn 3

silver cosmos
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38 is more than enough to get the first 3 lands consistently(i litteraly just cv'ed)

quaint halo
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but not the first 4

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Most edh decks arent happy on just 3 lands

silver cosmos
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you are trying to make a hole in a whole, the point is lands later are dead draws, you are able to get your mana early consistently with lesser lands and i think you are forgetting bout mana rocks which are better in late game bc they can serve as a differet purpose for example in some kind of aristocrats idk, and 3rd thing is that cards are usally just cooler than lands and give you more flexibility

quaint halo
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If you are running enough card draw you will be able to mitigate the risk of flood, while having a natural barrier to mana screw, which is much worse and much harder for decks to deal with beyond hoping to top deck.

silver cosmos
# quaint halo In the late game, you should have a card draw engine to mitigate dead draws thou...

mitigating the dead draws is still worse than just drawing something actully useful, and you can spend the land lot for one more draw enginge on whatever you want to call it, also i see your point with mana rocks but the thing is i dont know to which bracket is your advice actually useful, in bracket 3 mana rock just works and you are going to play that arcane signet anyway if you happen to draw it and well it works in bracket 1 or 2 you are probably here strictly for fun and to laugh with your buddies so if you wont make a land drop in one of the games, but in the other you ccould play that one funny card that you wpuldnt have put in unless you had a free slot for it and in bracket 4 and 5 you have just fast mana. Also the curve here is low so you don't need that much mana

quaint halo
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You are drawing several cards a turn in the late game if you did things correctly, drawing extra lands isnt a huge issue, especially since having your land drops in the late game is still useful, and generally a much better state to be in compared to not having enough to get to your late game. My advice is referring to bracket 3 specifically, rocks are only passable if they are are played in addition to hitting your land drops. You won't be able to play those funny cards if you dont hit your land drops consistently, I would argue that land count is one of the few things that casual decks should pay attention to in deck construction. Because it is not fun to be stuck on 3 mana all game no matter what bracket you are in. Even with a low curve you want a very high land count to ensure you can get to the late game.

silver cosmos
# quaint halo You are drawing several cards a turn in the late game if you did things correctl...

i mean you are reffering to math and i am reffering to reality, limiting your resources to 57 cards is pretty tough and it'll hurt the decks flexiblity for sure not mentioning what i said earlier that cards are just cooler. i've built over 200 decks just past 3 years wheter by myself or building decks for ppl that post here (and belive me i can decipher just helping from actuall building) and somehow 38 lands always worked while giving more space for actuall material

quaint halo
# silver cosmos i mean you are reffering to math and i am reffering to reality, limiting your re...

Math reflects reality. And you act like lands cant serve a function in the deck beyond just giving you mana. Tons of lands provide utility, especially MDFCs and channel lands which are effectively both lands and spells at the same time. The math states if you consistently want to hit 4 land drops by turn 4, you need 42 lands to consistently do that. If you have built 200 decks, I suspect you have not play tested each of them enough to get a truly representative idea of how often you get screwed/flooded/right amount of lands. The math basically simulates 1000+ games to get an idea of the likelihood of hitting your land drops given a certain land count

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38 lands can work for a deck with a leaner curve, thats around the land drop i use for my 2 drop tribal lurrus deck

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but for a normal deck with a normal curve, you want more

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I see two ways you can address the land drop issue

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Either play more lands or run a leaner curve. With a typical curve, you want 40-42 lands. If you deliberately play a lower curve deck, you can lower your land count by 1-2.

silver cosmos
quaint halo
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Leaner curve is a curve thats around an average cmc of 2 without including land drops

silver cosmos
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it was nice discussing with ya

quaint halo
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if your decks curve is close to 3, you need 40-42 lands

quaint halo
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and this deck has an average nonland CMC of 3.42

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meaning it def needs 40+ lands.

silver cosmos
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1.82 isn't centerd aroun 2?

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hmm

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interesting take

quaint halo
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1.82 includes land drops

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actually i was looking at the wrong deck, this one has an average CMC without lands of 2.86

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which is still close to 3

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meaning it needs 40-42 lands

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Im not referring to average CMC including lands in the average

silver cosmos
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why are you trying to turn this around now xDDD

quaint halo
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Im not?

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Curve is obviously important when deciding land count

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and a deck with an average curve, like this one needs a higher land count

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This decks average CMC is 2.86

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hence 40-42 lands is appropiate

silver cosmos
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sry i cant take this seriously anymore you can't even stay with your own statement xD

quaint halo
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I mean if you want a reason to bow out of the conversation, go for it. But you must recognize I am correct.

quaint halo
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Yes. I speak facts and logic.

silver cosmos
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what time zone?

quaint halo
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American time zone

silver cosmos
quaint halo
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Yes and im in the american one. In the heartland of the great USA.

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But lets get back on topic

silver cosmos
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ok

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whatever you like

quaint halo
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The topic being that this deck should be running 40 lands.

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If this deck had an ultra low curve exlcuding land drops

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it can run less lands

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but this decks average nonland CMC is close to 3

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meaning it needs a higher land density

silver cosmos
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ok man tell me have you actully read the article you send me?

quaint halo
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I have

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And the math shows if you consistently want to hit 4 lands by turn 4, you need 42 lands

silver cosmos
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ok what's the curve of the deck withput land again?

quaint halo
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2.86, but this is not what this does not alone determine what is an essential top end

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To get your gameplan going, you usually need 4+ lands to function

silver cosmos
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and what does article say about playing 3 lands?
\

quaint halo
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If you only want to hit 3 lands by turn 3, you can run 37, but most decks do not want to do this

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my deck with an average non land CMC of 2 wants to hit 3 lands

quaint halo
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but my typical deck with a non land CMC of 3 usually want more

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if im just playing 3 drops the entire game in my typical edh midrange deck, i am losing

silver cosmos
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your own math proved you wrong

quaint halo
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no it didnt lol

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It literally shows thatr you want 42 lands to hit 4 land drops

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which is what most midrange decks want to hit

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Your average curve isnt necessarily the same thing as your desired land breaking point

silver cosmos
quaint halo
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for the vast majority of decks, you want it to be higher

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Typically i would suggest +1 above whatever your curve is, because typically your 4 drops is when you are able to start snowballing in a midrange deck

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you arent snowballing if you can only play 3 drops in your midrange deck

silver cosmos
quaint halo
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but a beast whisperer + some 3 drops can def let you snowball

quaint halo
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otherwise they are just bad lands

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and im def not snowballing if im forced to play a rock on turn 3 to replace a land drop

silver cosmos
quaint halo
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and I am arguing that most edh decks really want to hit 4 land drops by turn 4 every time

silver cosmos
quaint halo
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which is typically not enough for most edh decks

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you arent snowballing if you are stuck on 3 mana

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you can snowball if you have 4 mana or 4 mana + ramp though

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4 drops are typically a lot stronger than 3 drops

silver cosmos
quaint halo
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Try playing the game for one

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Try playing a game where you only have 3 lands and can never draw a nother land

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see if your deck can get a reasonable win

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then do the same with 4 land drops

silver cosmos
quaint halo
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id expect you could find a way to keep up and win on 4 land drops

silver cosmos
quaint halo
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i dont think you can do so on 3

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i mean this is simulating a screw scenario

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and at 37 lands, you are at a risk of getting mana screw at past 3 lands

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at 42 the risk is at 4 lands

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or past it rather

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The question is can your deck reasonably keep up and potentially snipe a win at those land counts

silver cosmos
quaint halo
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and i think you could at 4 mana for a lot of decks

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i dont think you could at 3 mana

silver cosmos
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and agianst eldrazi

quaint halo
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Yea, sometimes you draw enough lands and win a singular game. But to get the most consistent results, you need to run higher land counts

silver cosmos
quaint halo
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there is, but it is mitigated

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your risk is much lower at 42 lands compared to 37

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You should be asking yourself if your deck can function at a low land count

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and how many lands do you need to at least be in the game

silver cosmos
quaint halo
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they def are

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3 drops tend to be balanced around the fact that you can get them out n turn 2 in constructed

silver cosmos
quaint halo
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4 drops tend to be things that can end the game on their own if left unchecked

silver cosmos
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very reguraly

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give me one

quaint halo
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I mean beast whisperer is the first one I mentioned earlier

silver cosmos
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and i'll h=give you my one 3 drop

quaint halo
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if left unchecked it you will runaway with the game

silver cosmos
quaint halo
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you play creatures and utterly outvalue your opponents

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and that puts you in a position where you cant lose

silver cosmos
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it is a draw engine it's cool and all but it is not a game winning cards

quaint halo
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hence winning you the game

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draw engines are game winning cards

silver cosmos
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ok so i'll give you mine game winning card

quaint halo
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it might not say "you win the game" but it effectively does if left unchecked

silver cosmos
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[[yawgmoth's will]]

urban duneBOT
quaint halo
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not on 3 mana

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you cast yawgmoth's will with 3 lands, you arent winning the game

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yawgmoth might cost 3, but effectively needs more mana to function properly

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I am referring to cards if played on curve will win you the game

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IE in a your stuck on 3 lands all game scenario

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versus a your stuck on 4 lands all game scenario

silver cosmos
quaint halo
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The assumption here is you are stuck on either 3 or 4 mana for the entire game

silver cosmos
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but anyways

quaint halo
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do you still have a chance of winning

quaint halo
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The scenario here is you are stuck on either 3 or 4 mana and will never find another land again. Can your deck win from this position by only playing cards that cost 3 or less versus 4 or less.

silver cosmos
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first you've tried to prove smth with math, then i read the article and it turned out that it doesn't prove your statement now you are trying to prove it based on assumptions and unrealistic scenarios. I won't even mention that for a sentence you've agreed with me but ypu've decied that for some reason you should change your mind. I don't want to continoue this discussion bc it is pointless and you have no proof behind you only unrealitic scenarios. I say that this deck is good on 36-37 lnd drops especcialy after changes i will propose. That's it for this discussion. If you need to hear it ye you are right and this deck should run 40 cards.

quaint halo
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The "sentence i agreed with you" was me pointing out how curve obviously played a role, but it was CMC without considering land drops

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Which you some how took to mean i agreed with you because you were looking at the CMC including land drops

silver cosmos
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I'd run [[intimitadion campaign]] which is uslly pretty good in control decks, being a mulltiple draw discard source, and you like discarding here

urban duneBOT
silver cosmos
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[[raffine,eternal]] can be also pretty good

urban duneBOT
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No card found for “raffine,eternal”

silver cosmos
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[[ raffine eternal]]

urban duneBOT
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No card found for “raffine eternal”

silver cosmos
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[[raffine scheming]]

urban duneBOT
silver cosmos
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ok

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maybe [[oskar]]?

urban duneBOT
silver cosmos
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as a back p plan

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back up'

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also if you like drawing a bunch of cards you could run [[phyrexian crawler]] and [[straving revenant]] or maybe [[queza]]

urban duneBOT
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No card found for “phyrexian crawler”

silver cosmos
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[[ruin lurker bat]]

urban duneBOT
silver cosmos
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sry [[psychosis crawler]]

urban duneBOT
silver cosmos
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whichever one you like

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maybe [[the raven man]]

urban duneBOT
silver cosmos
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@robust lintel

robust lintel
quaint halo
robust lintel
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I don't run anything over six and my curve is mainly on 2 and 3. Plus my commander having a counter after conniving is actually relevant

robust lintel
# silver cosmos as a back p plan

I've thought about Oskar, but my main problem is that even if we don't currently have toluz the deck is designed to not care about it being removed. Plus Oskar doesn't have the ketramose synergy

robust lintel
silver cosmos
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Also I forgot [[baral chief]]

urban duneBOT
silver cosmos
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Also pretty darn good here

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Also wait a minute [[monument to endurance]]

urban duneBOT
silver cosmos
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Why don't you play this?

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Also [[soul enervation]] can be pretty nice

urban duneBOT
robust lintel
robust lintel
urban duneBOT
robust lintel
silver cosmos
robust lintel
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I just happen to have a ketramose so im not including it in the budget on my end

silver cosmos
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Also after some consideration I remembered bout [[Overlord of flood]] [[oildeep gearhulk]] and [[rona sheoldred's]]

urban duneBOT
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Enchantment Creature — Avatar Horror
Impending 4—mana1manaumanau (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
5/3

robust lintel
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Thanks

robust lintel
silver cosmos
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Oildeep is just a solid stabilizer bc you could even use the ability on yourself

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But if you don't want to play it I get it

robust lintel
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If rona was 3 I'd maybe think about because unearth is very important in the deck

silver cosmos
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If you want some more control [[obscura interceptor]]?

urban duneBOT