Basically I'm using this one:
http://www.channelfireball.com/articles ... ur-spells/Frank here argues fetches are .5 of a land, however wilds is worse than that because of the tempo loss, so it is at least less than .5
I'm fudging the math because I have two degrees in English, what can I say.
That was a really fascinating article, which I think you took the wrong conclusion from as pointed out earlier in the thread, but thank you for pointing it out.
Hypergeometic probability sounds very fancy, but really it just involved selecting objects and not replacing them before selecting again. That said, the page he shows you is very dense with mathematical shorthand which makes it essentially illegible without careful reading. Suffice to say, the actual math isn't particularly hard, just extremely tedious (which is why computers are the most wonderful thing on earth).
What I find really interesting is how this article really lays out that color screw is pretty inevitable in large sample size for limited. Even with a 9/8 split and no double colored costs in your deck, you have around a 10% chance of not having your secondary color by T3 keeping a reasonable hand. Considering that a 4 round FNM has you play anywhere from 8-12 games, that means the probability of color screw for just that circumstance is anywhere between 57%-72%. True, that is a mild form of color screw, but it is worth remembering that for any box on those charts, you are likely to fail that prediction over half the time in a 4 round tournament.
Edit: I just realized that he straight up Monte Carlo'd it. Which is every physicist's favorite cludge calculation method (It minimizes coding time, and who cares how long the program actually takes to run?).
Edit2: The chance of something with a 90% probability of happening
not happening in a game during a 3-round FNM is 47%-61% (depending on # games played).