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Outside of the occasional Boon, youre never going up cards, so every land or cycler you cast accelerates you toward an empty-handed standstill
Fascinatingly, if your commander does not identify with a color, you wont lose life when drawing a card with War Room
One frequent complaint about the game involves the notion that there is too much luck involved, especially concerning drawing too many or too few lands

Lands 1 Akoum Refuge 1 Bojuka Bog 1 Command Tower 1 Crumbling Necropolis 1 Dimir Guildgate 1 Evolving Wilds 1 Grixis Panorama 9 Island 1 Izzet Boilerworks 1 Izzet Guildgate 1 Molten Slagheap 5 Mountain 1 Opal Palace 1 Rakdos Carnarium 1 Rakdos Guildgate 1 Rupture Spire 8 Swamp 1 Temple of the False God 1 Urza's Factory 1 Vivid Creek 1 Vivid Marsh Creatures 1 Augur of Bolas 1 Baleful Force 1 Baleful Strix 1 Charmbreaker Devils 1 Diviner Spirit 1 Echo Mage 1 Fog Bank 1 Guard Gomazoa 1 Guttersnipe 1 Hooded Horror 1 Jace's Archivist 1 Mnemonic Wall 1 Nekusar, the Mindrazer 1 Nightscape Familiar 1 Nivix Guildmage 1 Terra Ravager 1 Thraximundar 1 True-Name Nemesis 1 Uyo, Silent Prophet 1 Vampire Nighthawk 1 Viseling Spells 1 Annihilate 1 Arcane Melee 1 Armillary Sphere 1 Army of the Damned 1 Crosis's Charm 1 Cruel Ultimatum 1 Curse of Chaos 1 Curse of Inertia 1 Curse of Shallow Graves 1 Decree of Pain 1 Dismiss 1 Eye of Doom 1 Fissure Vent 1 Grixis Charm 1 Illusionist's Gambit 1 Incendiary Command 1 Infest 1 Mirari 1 Molten Disaster 1 Obelisk of Grixis 1 Opportunity 1 Phthisis 1 Price of Knowledge 1 Propaganda 1 Prosperity 1 Skyscribing 1 Sol Ring 1 Soul Manipulation 1 Spiteful Visions 1 Starstorm 1 Strategic Planning 1 Sudden Spoiling 1 Swiftfoot Boots 1 Temple Bell 1 Tempt with Reflections 1 Vision Skeins 1 Wayfarer's Bauble 1 Wild Ricochet
