OK, So I was pondering how to make limited mana bases for 3 color decks, starting with the
Karsten articlePeople have critiqued this saying that it's "unreasonably strict" for limited (90% threshold) but some kind soul over at MTGSalvation provided the following:
http://www.mtgsalvation.com/forums/the- ... or-formatsCode:
Probability of 1C on turn 2 with a 17-land deck and X colored sources:
X Probability
--- ------------
3 51%
4 63%
5 72%
6 79%
7 85%
8 89%
9 93%
10 95%
11 97%
Probability of CC on turn 3 with a 17-land deck and X colored sources, not counting missing the 3rd land drop:
X Probability
--- ------------
6 43%
7 53%
8 62%
9 71%
10 78%
11 83%
This is pretty useful because now we can think about the "typical" limited splits of 11/6 10/7 9/8 and splashing with 3-4.
At 9 sources we have a 71% chance of casting a CC1 on turn 3. That's high variance but OK. Note that if you have CCX and AAY running 9/8 is going to screw you a fair amount of time.
We already know we can't splash for double color spells. Luckily there are not that many in KTK. The card to be careful of is
Hordeling Outburst, but note that
Arrow Storm and
Rite of the Serpent are going to require a fair number of red or black sources (like 7).
Given that we are playing a wedge with cards that are, A1, B1, C1 on turn 2... we can see that we probably want 7 sources of each. I also think that it's a given that you are going to be playing 18 lands in this set - since "everything happens with 5 mana". It might be reasonable to go 17 with a mana rock and a good number of 2 drops...
If we want 7x3 sources our of 18 we need at least 3 dual lands. Note that if you drop to 17 lands you need another dual. A tri land counts as 2 duals. That should cover us for T2-T3 plays.
Unless we have an ABC rare (like a charm or acendency). This is actually much harder to cast now. We have a ~90% chance for any given color... but to get all 3 it's down to 73% (and tri-lands don't really help here)... because you can get Forest/Forest/Triland which won't fix you AND your 3rd land can't CiPT.
So really you would be happy to have 5 or 6 fixing cards, letting you have like 9 sources (although CiPT is still an issue). You definiitly want to run 9-10 if you run any of the CCX rares, like say
Sarkhan, the Dragonspeaker.
If you go heavy red (because you P1P1 said planeswalker, for example), you can probably get away with a 9/6/6 with 3 fixing or even 9/6/4 if the 3rd color is really light.
Also noted elsewhere - the enemy duals are twice as useful as the ally ones, because they fix 2 wedges instead of 1.