Today we’re excited to introduce a new feature for our Rare-level Patrons: the Manabase Evaluator! This feature simulates thousands of games with your deck and estimates how castable all of your spells are. Many people use hypergeometric calculators to evaluate how likely they are to draw certain cards in certain situations - you can think of our Manabase Evaluator as a more context-aware companion that can sanity check your deckbuilding decisions.
For each limited deck that you submit, we run it through a simulation that shuffles your deck, then determine when you could first cast each card in that permutation of your deck. When deciding if something is castable, this simulation checks its casting cost against the mana sources you have available. It makes sure all requirements are met, including having the correct type of mana (color pips, snow, etc.) and total amount. It’s smart enough to take advantage of hybrid mana costs too!
When determining mana sources, the evaluator doesn’t just look at the lands in your deck; it includes anything
that can generate mana - creatures, artifacts, spells that make treasure, and more. It also takes advantage of
cards like
The output of the Mana Evaluator is an estimate of how castable your cards will be based on the number of cards you’ve drawn. It’s not exactly estimating what turn you’ll be able to play things, but instead attempting to answer, “How many additional cards do I have to draw before I'm able to cast each of my cards?” This is best illustrated with some examples.
Let’s imagine we have the following small deck:
We first shuffle the deck and draw 6 cards (we’ll revisit why 6 and not 7 shortly):
At this point, having drawn 0 extra cards, we would be able to play out our lands along with
Additional cards drawn: 0
Played:
In hand:
The next card off the top of the library is
Additional cards drawn: 1
Played:
In hand:
Next, we draw
Now that we have double white available, we’ve unlocked casting the Bodyguard, so we mark that as castable. The updated state is:
Additional cards drawn: 2
Played:
In hand:
Now we draw
Additional cards drawn: 3
Played:
In hand: None
After that, we draw
Additional cards drawn: 4
Played:
In hand: None
Next off the top is
Additional cards drawn: 5
Played:
In hand: None
Lastly, we draw the final Forest, which gives us our final state:
Additional cards drawn: 6
Played:
In hand: None
After the first simulation, we shuffle the deck and run a second simulation. Let’s assume our new opening hand gives us the following state:
Additional cards drawn: 0
Played:
In hand:
We can’t cast anything! Luckily, off the top, we get a
Additional cards drawn: 1
Played:
In hand:
Assuming the remaining cards are in the following order:
We wind up with the following final state:
Additional cards drawn: 6
Played:
In hand: None
Let’s breeze through a couple of more simulations, as the logic should be the same. Simulation 3 starts with the following deck order:
Note that fetch effects (like
Additional cards drawn: 6
Played:
In hand: None
Simulation 4 starts with the following deck order:
This gives us the following final state:
Additional cards drawn: 6
Played:
In hand: None
Now that we’ve run a few simulations, let’s see how it all rolls up into our final numbers. What we look at is how castable each card is after every card drawn across all the simulations - this is why we wanted to keep track of how early we could have cast each card, regardless of when we drew it. You can think of it like a matrix as follows:
We then take an average over the whole deck for each draw number:
Magic is a very complicated game, and we can’t build out a full simulator of games, so this tool certainly has its limitations. Being aware of the limitations of it can help you understand where it might not provide the most accurate assessment of your mana.
We hope to address many of these in the future, but if you keep these in mind in the meantime, we think this is a very powerful tool to take advantage of.
The simplified example above was useful for illustration purposes, but how can we use this in the real world? Let’s take this deck as an example:
There’s a lot going on here - a few double-pipped cards in blue and black,
If we had no fixing at all, we’d have no hope of running the red or white splashes. For experimental purposes,
maybe we see what would happen if we ran
8 Islands, 8 Swamps, and 1 Forest.
That would certainly make our prospects of casting
What if we had one land that could help us fix? If we
swapped out a Swamp for a
If we had one of each and used them to
replace two Swamps and an Island ,
we’d get a reasonable bump to a score of 77.1%. What if we got greedy and wanted to
include a Plains and a Mountain for the
Building manabases is often very challenging! Sometimes the Arena auto-lands functionality is totally fine, but often it can get things wrong and cost you win percentage. Our Manabase Evaluator aims to give you an additional objective perspective on how good your manabase is. While it does have some limitations, we’ve been explicit about how the simulations work so that you can use it as an effective tool in your toolbox. We wouldn’t recommend always choosing the deck build that has the higher score - a powerful splash might be worth a small dip in castability of your other cards - but if you see an unexpectedly low score for your deck, it might be worth double checking that you’re setting yourself up for success.
Don’t have access to the Manabase Evaluator yet? Become a patron (or upgrade your level) today at patreon.com/17lands!