I'm working on a BUG mana base for a bounce deck. I am already using opulant palace so my skyrider elves can be 3/3 fliers and I want ot use the sultai charm for Jace preflip.
Its pretty 50/50 green blue with a splash of black. Really just the charms, and a more robust sideboard.
What would you do with 24 lands in a black/blue/green deck?
Lets say 8 black cards, 14 blue cards, 14 green.
8 of the blue cards have a double blue mana requirement (Needed by 3rd turn for 4 of the cards, 4th turn for the other 4). No double green. No double black.
Assuming you're using 4x Opulent Palace (and not knowing if you've got other duals to supplement the base), I'd go with 10x Island, 7x Forest, and 3x Swamp. If you have Sunken Hollow sitting around, I would change my recommendation to 3x Sunken Hollow, 9x Island, and 8x Forest. You likely wouldn't even need Swamps if you had seven black sources. Just my two cents based on the numbers and info provided.
Should I use 2-4 fetchhlands as well just to thin a bit and go get what i need?
6-8 pains is a lot, but this is fast tempo, tring to get the game over with by turn 8-10. I can afford turn 1 to cmoes into play tapped (no 1 drops) but not after.
I call it birds and bounce...a new take on bears and bounce
4 Bone to Ash
4 Disperse
4 Anchor to the Aether
4 Crippling Chill
I'm planning on splashing for the charms and to make my skyrider's bigger. Plus to beef up the sideboard.
My guess is the cripplng chills come out for the sultai charm to give me some direct removal or cycle iff i don't need it.
Mayy also take out the bone to ashes main for the charms and leave the chills
Don't use the palace, run a string of fetches and tango's that allows you to bring your cards in untapped.
40% of the time you see a palace it will be in your opening hand, the other 60% of the time it will be later when you don't have a hole in your curve. The lower power a Magic set gets the more important it is to have smooth mana. If you're doing powerful things you can compensate for losing a mana on turn 2. If you're not doing things that are only powerful in the context of other non powerful cards, you need things to run correctly.
Since you have some double blue cards, shift your low drops to cast off of blue and something else. You want to fetch into Island+whatever for your first two plays and then use future fetchlands to branch into other colors after that. Try to not use more than 2 painlands.
I agree with Aazadan; if you've got access to whatever lands you need, I'd drop the 4x Opulent Palace for 3x Misty Rainforest (unless we're talking Standard only, in which case 3x Polluted Delta would work) and 1x Sunken Hollow. That should help with avoiding any tempo loss.
Its pretty 50/50 green blue with a splash of black. Really just the charms, and a more robust sideboard.
What would you do with 24 lands in a black/blue/green deck?
Lets say 8 black cards, 14 blue cards, 14 green.
8 of the blue cards have a double blue mana requirement (Needed by 3rd turn for 4 of the cards, 4th turn for the other 4). No double green. No double black.
I have any lands I need. Fetches and duels would be no problem.
What do you think of this:
4 Opulent Palace
4 Yavimaya Coast
6 Islands
2 Sunken Hollow
6 Forests
2 llanowar wastes
8 Black sources, 16 green, 16 blue
Should I use 2-4 fetchhlands as well just to thin a bit and go get what i need?
6-8 pains is a lot, but this is fast tempo, tring to get the game over with by turn 8-10. I can afford turn 1 to cmoes into play tapped (no 1 drops) but not after.
I call it birds and bounce...a new take on bears and bounce
4 Silumgar Sorcerer
4 Skyrider elf
4 Icefeather Aven
4 Tower Geist
(That's a lot of evasion with utility)
4 Bounding Krasis
4 Bone to Ash
4 Disperse
4 Anchor to the Aether
4 Crippling Chill
I'm planning on splashing for the charms and to make my skyrider's bigger. Plus to beef up the sideboard.
My guess is the cripplng chills come out for the sultai charm to give me some direct removal or cycle iff i don't need it.
Mayy also take out the bone to ashes main for the charms and leave the chills
40% of the time you see a palace it will be in your opening hand, the other 60% of the time it will be later when you don't have a hole in your curve. The lower power a Magic set gets the more important it is to have smooth mana. If you're doing powerful things you can compensate for losing a mana on turn 2. If you're not doing things that are only powerful in the context of other non powerful cards, you need things to run correctly.
Since you have some double blue cards, shift your low drops to cast off of blue and something else. You want to fetch into Island+whatever for your first two plays and then use future fetchlands to branch into other colors after that. Try to not use more than 2 painlands.