Fleischer also explains that early designs for the cards explored mechanics that reflected the types of weapons wielded by the armies of Warhammer 40,000 that we dont normally see in Magics more traditional fantasy settings, but that this idea was ultimately dropped in favor of focusing on the factions instead
Going by common creatures, this is enough to remove everything except for Balamb T-Rexaur, Iron Giant, and a Gigantoad with 7+ lands out
It's a double impulsive draw for 3 mana at sorcery speed, but it has the - in this deck very useful
This is the concept that using effects to remove lands from your library also increases the odds that youll draw non-land cards, which is true, but it can also be negligible if youre only cracking an Evolving Wilds or landcycling an Oliphaunt once or twice a game
This deck tries to do everything it can to avoid those scenarios, but they will still come up every once in a while