Sigh that was a great example, thanks!
What if your are okay with 75% reliability instead of 90%? That seems more reasonable to me to still get the job done without overtaxing the cube with fixing.
Also, what about those decks that want to play V.Clique and Liliana on T3? Do you account for all the most demanding mana situations when crafting your cube's mana %?
Lastly, does power level factor in? (I run a powered cube with signets (boo, hiss, I know I know...) that sports 70 fixing lands and 12 0-2 CMC rocks (I count those as 1/2 due to their vulnerability) which brings me to 76 out of a 582 card cube. That's 12% from the lands, 13% with the rocks counting 1/2, and 14% with the rocks counting full.) Thoughts, opinions?
(Sorry, I'll stop derailing this thread now! )
All useful and valid variables to take into account. Speaking personally, I stopped at the average, not-too-greedy deck, and got my Number of land per deck from that and other factors (like experience with the format). From my perspective, if someone wants to play
/splash
(me lol), it should be a legitimate deckbuilding and drafting challenge to successfully get there. Other formats, maybe this is the status quo, so fixing should be more like the "Karsten Ideal" of 15.6%
The article that I prescribe more with,
found here, gets a little bit more in depth (IMO), and can help you figure things out for probabilities <90%. Using the information from this article is... more difficult, at best, which makes Karsten's article more generically useful. This article requires you to amalgamate entire decks and overlay the mana base requirements. Would probably require some sort of coded tool to use entirely effectively.
I'll note that 75% is rather low, 1 in 4 games chance of having a mana base failure is pretty high. I could see tweaking down to 85% chance of failure. That puts you more in the 10-
12 range for needed sources according to my article (single failure on T1-have it in opening hand or not?). That gives us:
This is 5 overlapping lands per deck which gives us:
Code:
5 x 8 = 40
40 / 360 = 11.1%
It's an interesting coincidence that this is the lower end of the percentage range Grillo proposes.
. Things like power level and competitiveness and format pressure have to take over from this point. Aiming more for 14-15%, like this cube, tends towards an environment of powerful punches where missteps can be costly. The aforementioned Penny Cube is lower pressure, and everyone is taking their time setting up, so this lower number is ok.