Apologies if this thread is in the wrong place: my first post a new forum
In the upcoming Theros Prerelease, I'm thinking about running basically every Traveler's Amulet I get in place of a land. My logic is that for two mana (over two turns if need be), it effectively trims land from the deck: a small price to pay for a lower chance of topdecking land late game. The two cost is potentially bad if I needed a land drop this turn, but I imagine that will be rather unlikely since amulets can be played from turn 1. Traveler's Amulet also provides early Escape fuel, potentially for things like the Elder Giants.
Has anyone had a similar thought process? How did it turn out? Any glaring flaws I'm missing?
I think running 16 land and a traveler's amulet instead of 17 lands is pretty reasonable. It starts to get a little dicey after that, though. The more lands you cut for amulets the more you are running the risk of getting no land hands and taking tempo hits. Personally if I was adding a second amulet to my deck I would cut a spell for it. I would probably not run 3 unless I had a particularly greedy amount of splash cards.
That card is only if you're running more than one color. If you're doing monocolor, you mine as well just run another land.
Otherwise, it enables you to run a high-low split between the lands of your two colors (5 and 10)―to secure favorable conditions for the consistency of your primary color—then use two or three amulet to transverse between your needs. Say if you need to get into your sub-color, or if you need extend your color heavy capabilities (such as to increase your devotion).