So a while ago I was trying to create a great way to fix mana screw and a lot of people on these forums came up with various methods.
I'm just back to report what my playgroup has been using that as worked really well for us.
First: we allow partial paris muligans (put back as x cards and draw x-1 as many times as you want).
Now the rule:
During your upkeep you may exile 2 non-land cards from hand and tap all your lands. If you do: reveal cards from the top of your library until you reveal a land card and put that card into your hand. Put all other cards revealed this way on the bottom of your library in any order. End your turn.
It hurts you on tempo and card advantage but is definitely stronger than mana screw, especially cause when you are getting mana screwed those 6 cmc cards are kinda useless.
The end result is you are behind 3 cards (2 are chosen) and 1 full turn but gain 1 land card.
We quite enjoy it. It's used every 4th or 5th game to strategic advantage and we never consider it broken or abusive. It hurts, but it doesn't hurt as much as mana screw. It is even used sometimes when you really need a mana fix.
Just thought I'd share our progress and satisfaction with it.
Anyway, belcher. You don't even have to run cards like land grant anymore. If not belcher, aggro decks with ludicrously low mana curves can get away with playing one or two lands in the deck (elves comes into mind, although X-land stompy and maybe even burn with some adjustments). Ichorid also is now nigh-unbeatable, since they'll glady mull 2x+ times anyway just to get the perfect hand.
We quite enjoy it. It's used every 4th or 5th game to strategic advantage and we never consider it broken or abusive. It hurts, but it doesn't hurt as much as mana screw. It is even used sometimes when you really need a mana fix.
Since you're only using it every 4th/5th game, it stands to reason that your decks aren't optimized to take advantage of these rules.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Casually that rule's fine, but casually even an idea like starting a game with a 'god hand' is perfectly fine. On the competitive level, those are absolutely degenerate.
STATISTICS.
All of these "Let's eliminate bad cards" crusades are simply ignorant. And when they start to devolve into "WotC is conspiring to give us crappy cards," they just become embarrassing. MATH is conspiring to give you crappy cards.
So a while ago I was trying to create a great way to fix mana screw and a lot of people on these forums came up with various methods.
I'm just back to report what my playgroup has been using that as worked really well for us.
First: we allow partial paris muligans (put back as x cards and draw x-1 as many times as you want).
Now the rule:
During your upkeep you may exile 2 non-land cards from hand and tap all your lands. If you do: reveal cards from the top of your library until you reveal a land card and put that card into your hand. Put all other cards revealed this way on the bottom of your library in any order. End your turn.
It hurts you on tempo and card advantage but is definitely stronger than mana screw, especially cause when you are getting mana screwed those 6 cmc cards are kinda useless.
The end result is you are behind 3 cards (2 are chosen) and 1 full turn but gain 1 land card.
We quite enjoy it. It's used every 4th or 5th game to strategic advantage and we never consider it broken or abusive. It hurts, but it doesn't hurt as much as mana screw. It is even used sometimes when you really need a mana fix.
Just thought I'd share our progress and satisfaction with it.
Cheers,
Ucross
I think there's a potential for abuse with any deck that has 0 or 1 lands. Why not exile the revealed non-land cards? Or lose life equal to the number revealed?
I think there's a potential for abuse with any deck that has 0 or 1 lands. Why not exile the revealed non-land cards? Or lose life equal to the number revealed?
Thats just changing the problem.
The form of mulligan is annoying, as it has advantages for certain decks (on of the biggest might be an Oath like EDH, its just given that you put the creature back if you have it, and similiar combo decks with 1-ofs they dont want, or abuse it to build overall stronger hands for pieces).
In general, mulligans are part of the game, and its actual important to learn "why" you use a mulligan and if it means your average hand is better than the hand you have, its in your favour to take a mulligan.
A very easy way is to simply draw 10 cards and then put 3 back on top/bottom, kinda like an scry 3 right away.
That solves hands of 1 landers and 5+ landers, as you can at least adjust your next 3 cards, instead of the need to actual waste 3 turns in "luck" mode , which either works or fails miserable.
All other hands, with 3-4 lands and 3-4 cards, should in pretty much any deck be viable, if they are not, your deck might have a hard time to actual get a playable hand anyway.
Especially in a casual setting i dont mind who wins or loses, the games have to be fun and/or you have to make a lot of them in short order (so instead of playing a game that requires a lucky topdeck anyway, just play another game).
I like the idea of a free Scry 3 better than the proposal in the opening post. It just sounds very... clunky. It helps that I've played games where you draw ten before, so it's not as strange to me.
I think there's a potential for abuse with any deck that has 0 or 1 lands. Why not exile the revealed non-land cards? Or lose life equal to the number revealed?
Thats just changing the problem.
The form of mulligan is annoying, as it has advantages for certain decks (on of the biggest might be an Oath like EDH, its just given that you put the creature back if you have it, and similiar combo decks with 1-ofs they dont want, or abuse it to build overall stronger hands for pieces).
In general, mulligans are part of the game, and its actual important to learn "why" you use a mulligan and if it means your average hand is better than the hand you have, its in your favour to take a mulligan.
I have no idea how what you just said relates to what I said that you were quoting. "Thats just changing the problem". What's just changing the problem? What problem?
I understand that getting mana screw is frustrating but being able to interact with the amount of resources your opponent has gives a depth of strategy that most of the other tcg's lack. It is worth keeping.
Magic is a game of variance. Mana-screw happens every once in a while, but it's usually mitigated by good deckbuilding. The inability to predict what's happening next, the need to account for your resources accordingly, is what keeps Magic so fresh. Every game shouldn't be a smooth ride to the finish.
I have no idea how what you just said relates to what I said that you were quoting. "Thats just changing the problem". What's just changing the problem? What problem?
Well its not too complicated.
Your quoted part in bold is about getting lands when you need them and the "problem" is that you can abuse this mechanic by simply playing not many lands and "tutor" the lands you want.
If you change that "problem" with "life lose" you just change it, as the 0-1 land deck totally becomes unable to use the mechanic (as they will lose tons of life), so thats also not what you want, as a "fair" method that is not abusable.
Exiling the cards is also bad, as some decks might get much more punished by that as others.
So the trade is to change the problem and "hope" its the lesser evil, which is bad solution.
The "real" problem is the mechanic itself.
The upkeep special ability thing is not a good fix, as it will "allways" be abusable by some sort of deck and you cant fix all of them (as they contradict themself sometimes).
///////////
A method for EDH we used was to provide 1 basic land in the command zone of each mana symbol the general has and allow the player to play that lands.
*For example with an Elder Dragon as your Commander, you get 6 basic lands ; with a Sliver Queen you get 1 of each basic land.
It really just works in casual, and it also helps people to play EDH without the need for fetchlands/duals to fix mana, which leads to overall more enjoyable games, as players are never actual mana or color screwd.
Magic is a game of variance. Mana-screw happens every once in a while, but it's usually mitigated by good deckbuilding. The inability to predict what's happening next, the need to account for your resources accordingly, is what keeps Magic so fresh. Every game shouldn't be a smooth ride to the finish.
At the risk of turning this thread into yet another argument about mana issues in general, I think you're presenting a false dichotomy. There may be a few people who want to remove all variance of mana draws entirely (ie, proposed rules where you can landcycle any card for 0 mana, etc., and you will ALWAYS hit a land drop every turn if you want to), but most people who are proposing possible "solutions" to mana screw aren't proposing getting rid of variance, but rather smoothing over the extreme end of the bell curve.
So a game where you really want to supreme verdict on turn 4, but you instead miss land #4 for a few turns, and have to figure out whether it's better to cycle your azorius charm or use it to bounce an attacker, or cast detention sphere, or keep mana up so you can cast syncopate... that's a FINE game, and being able to make the proper play decisions in situations like that is one thing that separates the good players from the great players. Is there a way to keep the variance that allows that to happen, while preventing a game where you keep 2 lands and 5 3-drops on the draw, and then just discard 5 times in a row and lose? Maybe there is, maybe there isn't, but I don't think it's unreasonable to even consider discussing it.
If you change that "problem" with "life lose" you just change it, as the 0-1 land deck totally becomes unable to use the mechanic (as they will lose tons of life), so thats also not what you want, as a "fair" method that is not abusable.
Umm, I'm not sure if we disagree or not. The rule the OP proposed was an attempt to modify the rules of the game so that players who are playing "normal" decks with 40% land (or whatever) who are just not drawing land at all have an escape clause. As proposed, his rule could be abused by 0-land decks into "you may stack your deck however you like (at a cost)", and by 1-land decks into "you may always have your one and only land in your hand (at a cost)". I was pointing that out, and offering possible modifications to prevent that abuse.
Exiling the cards is also bad, as some decks might get much more punished by that as others.
So what? If there were a rule that 100% fixed mana screw but also was 5% better for aggro decks than control decks (or vice versa), I don't think the fact that it would somewhat modify the metagame should be a vetoing factor all by itself.
The "real" problem is the mechanic itself.
Why do you "keep" putting quotes around random words?
The upkeep special ability thing is not a good fix, as it will "allways" be abusable by some sort of deck and you cant fix all of them (as they contradict themself sometimes).
I think it depends what you mean by "abusable". When mulligans were changed from old-style mulligans to paris mulligans 15 years or so ago, that was a very significant rules change that touched on the mana system. Was it absuable by some sort of deck? There's no cosmic principle that states that it's 100% impossible to change the rules of magic without the rules change being abusable by some deck or other. Maybe it makes one archetype a bit stronger than another, or something, but that's a far cry from "oh, this new rule lets a combo deck always have a perfect starting 7" or what have you.
Your suggested method is so unbelievably easy to exploit and break, I just don't even know.
Mana flood/screw adds a type of variance to Magic that I think is important. Yes it sucks when it happens to you, but it's a necessary risk to avoid certain players/archetypes from just dominating the game into oblivion.
Private Mod Note
():
Rollback Post to RevisionRollBack
Old enough to know better, much too young to care.
Draw 10 cards and put 3 on the bottom of your library.
Maybe exile instead of put on the bottom of your library?
The chance you draw less than 2 lands in 10 cards with 24 lands of 60 cards is 3.3%. That's much better than the 14.3% we currently experience. 1 in 30 games is much more do-able than 1 in 7.
Would be interesting if Magic adopted this as the new mulligan system. I think I like it better than the original post just due to the simplistic elegance.
The proposition is easily fixed by stating that it can only be used by decks that contains a minumum % of lands. 25 or 33% seems good candidates. (I'd favor 33 to reduce shananigans. If your decks requires so few lands, then you probably don't need and shouldn't be given the chance to tutor one up.) You will also probasbly want to limit the highest turn you can invoke this new rule, to avoid people tutoring up their 5th colors or getting the last land they need. (Although tapping them down probably counters a lot of the worst shenanigans.)
OTOH, such threads is honey to the usual 'variance is good' and 'learn to build decks' reply-bees, unfortunately.
I think variance is good, but I don't see anything wrong with trying to prevent mana screw/mana flood. Honestly I think I may try the draw ten approach, I'll bring it up with my boyfriend in a little bit. Variance is a really good thing, but I wouldn't say that screw/flood are what I'm looking for when I think of variance, they're just a byproduct of that goal.
I'm not sure they need a seperate rule for screw/flood at this point. They just need to print more competitive looting and scry effects. The temples were a great start. This increases strategic decision-making as well.
Anyone remember Zoetic Cavern? I thought this was the beginning of Wizards trying to make mana screw less common.
I was wrong.
Think about it- color screw makes dual lands better than basics. People value lands so highly that it drives sales. Color screw is in draft is as common as just mplain old mana screw (lack of mana). In constructed it varies by format, but Wizards makes a lot of cash of the "flaw" in the game.
As for variance-well their "solution" was to recognise this and introduce PWP. Losing to mana screw? The system does not punish you. You might miss out on a top 8, but the points system won't punish the mana screw that cost you. Of course the another problem with the system is introduced (that they don't attempt to measure quality- and that as a consequence I can theoretically sleeve up 60 plains, play 12 GP DAY ONEs with them and get more points than someone who 4-0 a few FNMs against a Hall of Fame field).
Who knows, *perhaps* they will revisit morph lands as a way of dealing with mana screw and flood, as the more cards that can be either mana or a creature in the deck, the less likely screw/flood. But even if they do it won't help Modern or Legacy.
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
Why not? If you're willing to hack the rules to the extent proposed in every one of these threads, changing a single instance of "cast" to "play" is trivial in comparison.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Honestly, to fix mana screw you need find the best balance of lands to not lands in your deck. In casual allow unlimited free mulligans, that what my play group has always done when playing casual jank.
To mitigate mana screw or flood, my circle plays with one simple variation: Mana coin (not the Hearthstone kind).
Each player starts the game with a coin, it can be any coin you want. That coin plays like a sorcery. It costs 2 mana to cast, and when cast you can either: exile your mana coin and a nonland card in your hand, then put a basic land from your deck into your hand and shuffle your library. Or, exile your mana coin and a basic land in your hand, then draw a card.
We've had fun with this rule and it adds a new dimension to strategy. Not sure yet if it opens up any exploits or abuses, but it seems to integrate well with the base game so far. Any comments or suggestions are welcome.
Interestingly my play group found the "draw 10 cards put 3 back" abusive and the original suggestion clunky.
We now use this: Once per turn at sorcery speed you may exile 3 non-land cards from your hand if you have not played any land cards. If you do: reveal cards from the top of your library (up to a maximum of 8 cards) until you reveal a land card and put that card into your hand. Put all other cards revealed this way on the bottom of your library in any order. You cannot play lands this turn.
So basically exile 3 cards and reveal cards from the top of your library until you draw a land that you can't play that turn.
We only use it when quite screwed and it's nice at keeping the variability while preventing the severe problems (like being stuck on 2 lands for 8 turns).
To mitigate mana screw or flood, my circle plays with one simple variation: Mana coin (not the Hearthstone kind).
Each player starts the game with a coin, it can be any coin you want. That coin plays like a sorcery. It costs 2 mana to cast, and when cast you can either: exile your mana coin and a nonland card in your hand, then put a basic land from your deck into your hand and shuffle your library. Or, exile your mana coin and a basic land in your hand, then draw a card.
We've had fun with this rule and it adds a new dimension to strategy. Not sure yet if it opens up any exploits or abuses, but it seems to integrate well with the base game so far. Any comments or suggestions are welcome.
This is a great card/effect idea. It is versatile and it doesn't ever impede progress. However, you really need to balance your deck's manabase onw hat you can pay and when you can pay it. Build the right Curve. It will always be better than looking for some outside source to fix it. Thats why they keep printing pseudo-mana dorks like Courser of Kruphix.
In a B/R goblins token deck for standard deck I use only 8 non-basics, 4taplands and 4fetches. I need the land available immediately and need to put pressure on the board.
Alowi's Coin Trick 2
Sorcery
Trickplay. (This card can be cast from your Sideboard.)
Choose one -
-Exile a nonland card from your hand. Search your library for a basic land card and put it into your hand. Shuffle your library.
-Exile a basic land card from your hand. Draw a card.
"Heads I win, tails you lose."
-Alowi
Private Mod Note
():
Rollback Post to RevisionRollBack
Wanted -Zombie Foils and older expensive Zombie stuff. High Priority- Beta Z Master/ Int. Collector's Edition.
I'm just back to report what my playgroup has been using that as worked really well for us.
First: we allow partial paris muligans (put back as x cards and draw x-1 as many times as you want).
Now the rule:
During your upkeep you may exile 2 non-land cards from hand and tap all your lands. If you do: reveal cards from the top of your library until you reveal a land card and put that card into your hand. Put all other cards revealed this way on the bottom of your library in any order. End your turn.
It hurts you on tempo and card advantage but is definitely stronger than mana screw, especially cause when you are getting mana screwed those 6 cmc cards are kinda useless.
The end result is you are behind 3 cards (2 are chosen) and 1 full turn but gain 1 land card.
We quite enjoy it. It's used every 4th or 5th game to strategic advantage and we never consider it broken or abusive. It hurts, but it doesn't hurt as much as mana screw. It is even used sometimes when you really need a mana fix.
Just thought I'd share our progress and satisfaction with it.
Cheers,
Ucross
Anyway, belcher. You don't even have to run cards like land grant anymore. If not belcher, aggro decks with ludicrously low mana curves can get away with playing one or two lands in the deck (elves comes into mind, although X-land stompy and maybe even burn with some adjustments). Ichorid also is now nigh-unbeatable, since they'll glady mull 2x+ times anyway just to get the perfect hand.
Since you're only using it every 4th/5th game, it stands to reason that your decks aren't optimized to take advantage of these rules.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I think there's a potential for abuse with any deck that has 0 or 1 lands. Why not exile the revealed non-land cards? Or lose life equal to the number revealed?
Thats just changing the problem.
The form of mulligan is annoying, as it has advantages for certain decks (on of the biggest might be an Oath like EDH, its just given that you put the creature back if you have it, and similiar combo decks with 1-ofs they dont want, or abuse it to build overall stronger hands for pieces).
In general, mulligans are part of the game, and its actual important to learn "why" you use a mulligan and if it means your average hand is better than the hand you have, its in your favour to take a mulligan.
A very easy way is to simply draw 10 cards and then put 3 back on top/bottom, kinda like an scry 3 right away.
That solves hands of 1 landers and 5+ landers, as you can at least adjust your next 3 cards, instead of the need to actual waste 3 turns in "luck" mode , which either works or fails miserable.
All other hands, with 3-4 lands and 3-4 cards, should in pretty much any deck be viable, if they are not, your deck might have a hard time to actual get a playable hand anyway.
Especially in a casual setting i dont mind who wins or loses, the games have to be fun and/or you have to make a lot of them in short order (so instead of playing a game that requires a lucky topdeck anyway, just play another game).
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
I have no idea how what you just said relates to what I said that you were quoting. "Thats just changing the problem". What's just changing the problem? What problem?
Well its not too complicated.
Your quoted part in bold is about getting lands when you need them and the "problem" is that you can abuse this mechanic by simply playing not many lands and "tutor" the lands you want.
If you change that "problem" with "life lose" you just change it, as the 0-1 land deck totally becomes unable to use the mechanic (as they will lose tons of life), so thats also not what you want, as a "fair" method that is not abusable.
Exiling the cards is also bad, as some decks might get much more punished by that as others.
So the trade is to change the problem and "hope" its the lesser evil, which is bad solution.
The "real" problem is the mechanic itself.
The upkeep special ability thing is not a good fix, as it will "allways" be abusable by some sort of deck and you cant fix all of them (as they contradict themself sometimes).
///////////
A method for EDH we used was to provide 1 basic land in the command zone of each mana symbol the general has and allow the player to play that lands.
*For example with an Elder Dragon as your Commander, you get 6 basic lands ; with a Sliver Queen you get 1 of each basic land.
It really just works in casual, and it also helps people to play EDH without the need for fetchlands/duals to fix mana, which leads to overall more enjoyable games, as players are never actual mana or color screwd.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
At the risk of turning this thread into yet another argument about mana issues in general, I think you're presenting a false dichotomy. There may be a few people who want to remove all variance of mana draws entirely (ie, proposed rules where you can landcycle any card for 0 mana, etc., and you will ALWAYS hit a land drop every turn if you want to), but most people who are proposing possible "solutions" to mana screw aren't proposing getting rid of variance, but rather smoothing over the extreme end of the bell curve.
So a game where you really want to supreme verdict on turn 4, but you instead miss land #4 for a few turns, and have to figure out whether it's better to cycle your azorius charm or use it to bounce an attacker, or cast detention sphere, or keep mana up so you can cast syncopate... that's a FINE game, and being able to make the proper play decisions in situations like that is one thing that separates the good players from the great players. Is there a way to keep the variance that allows that to happen, while preventing a game where you keep 2 lands and 5 3-drops on the draw, and then just discard 5 times in a row and lose? Maybe there is, maybe there isn't, but I don't think it's unreasonable to even consider discussing it.
Umm, I'm not sure if we disagree or not. The rule the OP proposed was an attempt to modify the rules of the game so that players who are playing "normal" decks with 40% land (or whatever) who are just not drawing land at all have an escape clause. As proposed, his rule could be abused by 0-land decks into "you may stack your deck however you like (at a cost)", and by 1-land decks into "you may always have your one and only land in your hand (at a cost)". I was pointing that out, and offering possible modifications to prevent that abuse.
So what? If there were a rule that 100% fixed mana screw but also was 5% better for aggro decks than control decks (or vice versa), I don't think the fact that it would somewhat modify the metagame should be a vetoing factor all by itself.
Why do you "keep" putting quotes around random words?
I think it depends what you mean by "abusable". When mulligans were changed from old-style mulligans to paris mulligans 15 years or so ago, that was a very significant rules change that touched on the mana system. Was it absuable by some sort of deck? There's no cosmic principle that states that it's 100% impossible to change the rules of magic without the rules change being abusable by some deck or other. Maybe it makes one archetype a bit stronger than another, or something, but that's a far cry from "oh, this new rule lets a combo deck always have a perfect starting 7" or what have you.
Mana flood/screw adds a type of variance to Magic that I think is important. Yes it sucks when it happens to you, but it's a necessary risk to avoid certain players/archetypes from just dominating the game into oblivion.
Draw 10 cards and put 3 on the bottom of your library.
Maybe exile instead of put on the bottom of your library?
The chance you draw less than 2 lands in 10 cards with 24 lands of 60 cards is 3.3%. That's much better than the 14.3% we currently experience. 1 in 30 games is much more do-able than 1 in 7.
Would be interesting if Magic adopted this as the new mulligan system. I think I like it better than the original post just due to the simplistic elegance.
OTOH, such threads is honey to the usual 'variance is good' and 'learn to build decks' reply-bees, unfortunately.
I'm not sure they need a seperate rule for screw/flood at this point. They just need to print more competitive looting and scry effects. The temples were a great start. This increases strategic decision-making as well.
I was wrong.
Think about it- color screw makes dual lands better than basics. People value lands so highly that it drives sales. Color screw is in draft is as common as just mplain old mana screw (lack of mana). In constructed it varies by format, but Wizards makes a lot of cash of the "flaw" in the game.
As for variance-well their "solution" was to recognise this and introduce PWP. Losing to mana screw? The system does not punish you. You might miss out on a top 8, but the points system won't punish the mana screw that cost you. Of course the another problem with the system is introduced (that they don't attempt to measure quality- and that as a consequence I can theoretically sleeve up 60 plains, play 12 GP DAY ONEs with them and get more points than someone who 4-0 a few FNMs against a Hall of Fame field).
Who knows, *perhaps* they will revisit morph lands as a way of dealing with mana screw and flood, as the more cards that can be either mana or a creature in the deck, the less likely screw/flood. But even if they do it won't help Modern or Legacy.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Cheeri0sXWU
Reid Duke's Level One
Who's the Beatdown
Alt+0198=Æ
Each player starts the game with a coin, it can be any coin you want. That coin plays like a sorcery. It costs 2 mana to cast, and when cast you can either: exile your mana coin and a nonland card in your hand, then put a basic land from your deck into your hand and shuffle your library. Or, exile your mana coin and a basic land in your hand, then draw a card.
We've had fun with this rule and it adds a new dimension to strategy. Not sure yet if it opens up any exploits or abuses, but it seems to integrate well with the base game so far. Any comments or suggestions are welcome.
We now use this: Once per turn at sorcery speed you may exile 3 non-land cards from your hand if you have not played any land cards. If you do: reveal cards from the top of your library (up to a maximum of 8 cards) until you reveal a land card and put that card into your hand. Put all other cards revealed this way on the bottom of your library in any order. You cannot play lands this turn.
So basically exile 3 cards and reveal cards from the top of your library until you draw a land that you can't play that turn.
We only use it when quite screwed and it's nice at keeping the variability while preventing the severe problems (like being stuck on 2 lands for 8 turns).
This is a great card/effect idea. It is versatile and it doesn't ever impede progress. However, you really need to balance your deck's manabase onw hat you can pay and when you can pay it. Build the right Curve. It will always be better than looking for some outside source to fix it. Thats why they keep printing pseudo-mana dorks like Courser of Kruphix.
In a B/R goblins token deck for standard deck I use only 8 non-basics, 4taplands and 4fetches. I need the land available immediately and need to put pressure on the board.
Alowi's Coin Trick 2
Sorcery
Trickplay. (This card can be cast from your Sideboard.)
Choose one -
-Exile a nonland card from your hand. Search your library for a basic land card and put it into your hand. Shuffle your library.
-Exile a basic land card from your hand. Draw a card.
"Heads I win, tails you lose."
-Alowi
Selling some cards I don't want.
Generally less than tcg mid.