Originally Posted by
Aggro_zombies
Turn one Chalice entails land, other land, Mox, Chalice, three cards that actually do something. Against combo decks, where you most need Chalice, at least one of the extra three cards needs to be a creature - preferably Tarmogoyf, since that hits the sweet spot between cost and being large right out of the gates. So your keepable starting hand is land, land, Mox, Chalice, Goyf, two other cards, which is actually a really specific hand as far as mulligan decisions are concerned. It really doesn't come up that often.
Diamond is also only really good for about the first three turns, and maybe at some point later if you want to DD for almost all of your lands. In the midgame, it's a pretty lousy topdeck.
Three cycling lands seems fine. LftL is a shitastic draw engine - I'd wager it actually gets more work done by dredging you into recurrable card advantage elements than it does doing a bad Harmonize impression. In that case, you only ever need to see one cycling land per game, and you can dredge yourself into it naturally. Running fewer cycling lands also makes running Groves less painful since you're not cutting into fetchable land slots when you add them.
I'm not sure how I feel about the lack of DRS in sdematt's list, but I guess you're either running that or you're running Dreams. Still, no maindeck Chalice and no maindeck one-drops or acceleration strikes me as odd and a little too slow.