You can end up with no land all game, or far too much land, so knowing how much is the right amount is essential to building a Magic: The Gathering deck from scratch
1 Crown of Skemfar
The other option is giving your opponents mean cards to disrupt their game plan or cause them to lose
But I often am the only player running no more than four 3 drops in my main while also being in the habit of siding out those four Knights in several matchups (Elves, Miracles, Storm etc.) just to lower my curve and lean more heavily on hatebears (Miracles/Storm) and evasive threats (Elves) instead of on just my fatties
Its unique speed mechanic rewards constant aggression, and it lets you draw more and more at the end of each turnthough youll pay for it in life
That combo is what makes them so absurdly good: Underground Sea, for example, is both an island and a swamp, so it works perfectly with fetch lands and fixes your mana super smoothly