Or cut the Deeds that blow up your own Goyfs, Mongeese and Counterbalance.
For example, here's how that list wants to look:
Library Manipulation:
9 Brainstorm
3 Sensei's Divining Top
Creatures:
9 Tarmogoyf
1 Mystic Enforcer
Control:
6 Thoughtseize
6 Swords to Plowshares
6 Force of Will
3 Counterbalance
+17 land
Now, there are legality issues why you can't run that deck. But you want to run as close to that deck as possible. Every card you add reduces the percentage of your deck that's Tarmogoyf, Counter/Top, or Thoughtseize/StP. In an ideal world, you could just run your five very best cards. But you have to fit in cards that are below those in power level. But you can control, to some extent, how many of those suboptimal cards you run. So do so.
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If it walks like a duck and talks like a duck, it's probably delicious.
Team ADHD-To resist is to piss in the wind. Anyone who does will end up smelling.
It's not an absolute requirement to run 60 cards. It really comes down to preference. The mathematics overwhelmingly point toward a 60-card deck being better than a 61-card deck, but it really comes down to personal opinion.
The difference between 60 and 61 is quite small. In fact, it's 1. Let's break it down, first pros of cutting that last card (down to 60) and then the pro of running 61 cards.
- In the theoretical ranking of each card being ranked from best to worst, by NOT cutting the 61st card (the worst, on average), you're decreasing the quality of your deck.
- You decrease the probability of drawing a given card that "earned" its place in the deck. If you run 61, you'll draw the staples less often.
- You decrease the consistency of the deck. Follow me on this one because a lot of 61ers (e.g. the idiot who wrote the SCGs article about a 70-card deck) didn't think this far. Say you run 30 land and 30 spells. If you draw a hand with no land, you have 23 spells and 30 land remaining, meaning that the next draw has a 56.6038% chance of being a land. If you had run 31 lands and 31 spells (the next even number, just two additional cards), your chance of drawing a land drops to 24/55 or 56.3636%. Seems like a small difference, but this adds up over time, every draw. In fact, with a 30/30 deck, you have a 0.527% chance of drawing that improbable zero land hand. With a 31/31 deck, you have a 0.593% chance of drawing that zero land hand.
It's a fraction of a percent, but it's a 12.5% increase in 0-land hands!
You keep the SAME ratio to start, but that ratio changes as you draw cards. When you draw non-lands, you decrease the number of non-lands in your library while leaving the same number of lands. This increases the probability that you draw a land on the next turn (slightly). It adds up over the thousands of draws you'll see in a tournament, though.
Playing a larger deck reduces the impact of this phenomenon. Playing an infinitely large theoretical deck with half lands (where the ratio does NOT change no matter how many cards you draw), the probability of a no-land hand shoots up to 0.7813% or about 50% more no-land hands than good ole' 60. This (as I call it) “assisted regression to the mean” prevents against not only 0-1 land hands (and 5+ land hands), but it’s also the reason why everyone runs those damn fetchlands that take 30 seconds and a hitpoint to dig out a freakin’ mountain when they’re playing monored. It’s because they DON’T want to see another land, so it’s worth the 1 life just to increase their ratio of business to land. It’s worth 1 life every time (and 60 bucks upfront for the playsets) to monored goblins, it’s probably worth cutting that last card to you.
This is the BIG reason why 60 is better than 61. Not just the lower chance of getting your 4-ofs (although it’s flashy to talk about Wraths of God(s?) winning or losing games for you), it’s the mulligans. It’s the mana floods. It’s the mana screws. They’re the *main* reason why your kickass deck always beats goblins in testing (when you mulligan for free or w/e and you don’t count mana flood or screw games) but always gets knocked out by a few untimely land draws in the tournaments. Going to 60 does a lot to help your ratios on EVERY card draw get you back to your intended ratio of 0.76 lands to business and lets you get back to your business of kicking ass (at a 1.3 ratio, BAM!).
Now, pros of running 61 or more (keep in mind this is a much more concrete reason than math could provide):
+ Here’s the reason I do it: It REALLY messes with some people’s brains. In poker, there are a lot of players who try to put other players “on tilt” (or make them pissed off so they make mistakes… a lot of mistakes, enough to make the effort worth it). Basically it’s doing that on the most subtle of levels. You can spot the players who will be pissed off at you for stubbornly playing 61 cards. They wear old tennis shoes, worn out shorts, and socks pulled all the way up. There are things above the waist to look for as well: mostly ugliness. You can picture them now, with about 7 dollars worth of clothes and a binder full of Power Nine. They’re your main competition: they actually know what they’re doing in this children’s card game. They’ll know that 60 cards is much better than 61.
Pile shuffle it out, make sure they see that you have 61, especially in matchups that require a lot of player interaction and decisions instead of just like solitaire combo.
Stall the round out: You could pretend you slipped an extra card in somewhere (if you won game one and have a deck that can stall it out for example). Everyone will count your sideboard as soon as you present your deck to them, and then they’ll probably count to 61 and request a deck check, especially if they’re down a game and need the sleezy win. If the judge checks it make sure to deck check the kid right after. BAM. 15 minutes gone. Sometimes judges won’t do it on demand, but a lot of judges are bored and will comply with a spot deck check regardless of floor rules.
Play it stupid: Ask why everyone always plays 60 cards… repeatedly until he explains it to you. Pretend to be new and stuff (and dumb). You won’t believe the kind of mistakes people make when they think you’re stupid. If they think you’re Kai Budde, they’ll be extra careful, but if the people think you’re an idiot (or better a noob), they might cut you some breaks or even make some mistakes (like ignoring your defensive options). The 61-card choice is something tangible that good players will clue in on as proof that you’re actually dumb/a noob.
Piss them off completely: If you ever broke up with your lovely sweetheart when you were pissed off, imagine what a dumb kid would do at a card game? He might say something inappropriate and get a DQ. He might attack without thinking or ignore your defensive options before trying to combo off.
Obnoxiously flaunt your 61 card deck. Whenever he draws a card, say that he’s one step closer to decking (but he has to believe that you’re serious, otherwise he’ll just think it’s a joke). Make overt religious comments because most smart people are atheist and will get pissed off if you try to convert them. If you think he’s Christian, make up some dumb religion like Judaism that will confuse him and make him defensive. Pray before each card draw that you draw your 61st card. Ignore his explanations that numbering the cards is ridiculous. Claim that you have faith that 61 cards is better than 60 cards, and you believe that god rewards faith. If you happen to topdeck, pretend it was the 61st card that won the game and tell him that it’s a sign from god that he should convert.
It might seem silly to play 61 cards just to bolster your ability to act like an idiot and an asshole, but you only need to get a win every few hundred games for it to pay off.
Or you could just… not worry so much about 1 card matter and just play the game for fun? In case you’re one of those people who goes to church on Sundays and plays with 61 cards… the pro about 61 cards was designed to be taken seriously.
...By you. SHADENFROYDFTW
You sir, are brilliant. Best logic about 61-card decks ever! Very inspiring![]()
If it walks like a duck and talks like a duck, it's probably delicious.
Team ADHD-To resist is to piss in the wind. Anyone who does will end up smelling.
1st of all: WIN!
2nd of all: Who are you, and how come I have never seen you on here before?!
3rd of all: I think I will do just that just to piss off some of the people at the next tournament I attend![]()
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Haha,
that guy only has 1 post made yet. Remember when P_R changed the postcounts in that stupid thead about adepts and post-counts?
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Psychology aside... there are two separate cases - one for 61 cards, the other one for morbidly overweight decks.
The first might be true to ge the ratios right. For example, I felt that 18/60 in my build of Burn is too little land but 19/60 is too much, and Burn is very dependent on small things like drawing exactly the right amount of each.
Eventually, I decided this was better fixed by 18/60 and one more free spell (singleton Cave-In replacing one Flamebreak) than 19/61, which imo illustrates the point well:
There might be problems that can be fixed by running 61 cards, but there is usually a better solution.
***
Then there's the case for huge toolbox decks. If you have a ton of tutors and situationally useless silver bullets, there is a theoretical case for inflating your deck size.
This means you'll draw mostly bread-and-butter cards while still having a wide selection of tutor targets available.
It's hard to come up with a realistic example though: Power levels of individual cards vary too much, ratios of land/spells or threats/answer will fluctuate more with larger deck size (undesirable), and if your list is tight it's hardly a sacrifice to compromise your sideboard instead (i.e. use wishes and run your toolbox in your board).
Some Survival variant might be optimal at 65+ cards, but I'm fairly sure any I could build is worse than one trimmed down to 60.
That's really stretching it imo. 61, ok...62, getting out there already. 63? Starting to get crazy, rly! 64; OMFG are you INSANE!? 65?loldatkantbegud. I mean: 5 extra cards: 3 can be toolbox and 2 are likely to be lands; this is really taking the consistency of your deck downhill.
If it walks like a duck and talks like a duck, it's probably delicious.
Team ADHD-To resist is to piss in the wind. Anyone who does will end up smelling.
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