I have run a solid enchantress deck yet, but for these effects that require a card type for you to draw (although they then help you draw into more) I'd put the lower bound around 15-17 - assuming you're using self recurring pieces, such as rancor, in order to get multiple procs. If you're planning to just try and chain draw, it could be around 25 or so for a lower bound.
How many 0 or 1 CMC artifacts before Trinket Mage gets a slot
In all honesty, with a toolbox tutor like this, the number can be much lower - I've run him with as few as 2 or 3 a number of times - if some of those are very important, or very powerful. I HAVE run him solely to get skullclamp once. I've also run him with far more, including artifact lands - I think the most has been about 10-12.
How many 4 or less R/W instants before Sunforger finds a home
I typically run about 10. The lowest I'd consider would probably be 4. Sunforger is such a repeatable toolbox card though, that I don't really see any way that you'd run so few. At worst, you have Swords and Path for direct creature removal, return to dust for other permanents, Chaos Warp as a catch-all removal, Arcbond for mass removal, Teferi's Protection, Angel's Grace, Dawn Charm, etc for self protection,
How many lands entering the graveyard or effects that do the same before Crucible of Worlds comes out.
I'm a bad example for this. I am perfectly willing to put crucible in every deck.
The lowest I've run though is... zero. It was a mono green deck, with many must answer lands, such as Cradle, which I knew would get answered. So Crucible was in there as inevitable recovery.
Typically though, it'll be about 7-8, Buried Ruin is absolutely great, as the two protect each other, from there it's mostly fetches, and various Strip Mine effects. I tend to run 3 per deck. I also love Mirror Pool.
This is probably even more personal and subjective than I think it is but in general do you have any guidelines or formulas you follow for this kind of thing?
It's really a question of what are the chances of activating it, versus how important is it? Cards that are tutors, like trinket mage, are a guaranteed value. The only risk is whether you draw your tutor targets first. Having about 4 targets mitigates this. The next question is how often you plan to use/abuse it - do you have flicker effects, graveyard rez? My Chainer deck ran a lot of 4 cost targets because I had both the Transfigure and Transmute guys, which I planned to reuse a lot.
For effects like the Enchantresses, the question is how much value you plan to get out of them, and how reliable you want it to be. In a 100 card deck, having 20 targets gives you a 1/5 chance on every draw to get another target. If you get 2 draw guys out, alongside your normal draw per turn, you should be able to keep the cards rolling fairly consistently.
I have run a solid enchantress deck yet, but for these effects that require a card type for you to draw (although they then help you draw into more) I'd put the lower bound around 15-17 - assuming you're using self recurring pieces, such as rancor, in order to get multiple procs. If you're planning to just try and chain draw, it could be around 25 or so for a lower bound.
1 - skullclamp
In all honesty, with a toolbox tutor like this, the number can be much lower - I've run him with as few as 2 or 3 a number of times - if some of those are very important, or very powerful. I HAVE run him solely to get skullclamp once. I've also run him with far more, including artifact lands - I think the most has been about 10-12.
I typically run about 10. The lowest I'd consider would probably be 4. Sunforger is such a repeatable toolbox card though, that I don't really see any way that you'd run so few. At worst, you have Swords and Path for direct creature removal, return to dust for other permanents, Chaos Warp as a catch-all removal, Arcbond for mass removal, Teferi's Protection, Angel's Grace, Dawn Charm, etc for self protection,
I'm a bad example for this. I am perfectly willing to put crucible in every deck.
The lowest I've run though is... zero. It was a mono green deck, with many must answer lands, such as Cradle, which I knew would get answered. So Crucible was in there as inevitable recovery.
Typically though, it'll be about 7-8, Buried Ruin is absolutely great, as the two protect each other, from there it's mostly fetches, and various Strip Mine effects. I tend to run 3 per deck. I also love Mirror Pool.
It's really a question of what are the chances of activating it, versus how important is it? Cards that are tutors, like trinket mage, are a guaranteed value. The only risk is whether you draw your tutor targets first. Having about 4 targets mitigates this. The next question is how often you plan to use/abuse it - do you have flicker effects, graveyard rez? My Chainer deck ran a lot of 4 cost targets because I had both the Transfigure and Transmute guys, which I planned to reuse a lot.
For effects like the Enchantresses, the question is how much value you plan to get out of them, and how reliable you want it to be. In a 100 card deck, having 20 targets gives you a 1/5 chance on every draw to get another target. If you get 2 draw guys out, alongside your normal draw per turn, you should be able to keep the cards rolling fairly consistently.
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