The more aggressive your deck is and the lower your curve is, the fewer lands you need and vice versa
Aurora, Regal Princess x3 Aurora, Briar Rose x3 Aurora, Dreaming Guardian x1 Flounder, Voice of Reason x2 Gramma Tala, Storyteller x2 Jasmine, Disguised x2 Maleficent, Sinister Visitor x3 Maleficent, Uninvited x1 Mickey Mouse, Detective x3 Mufasa, King of the Pride Lands x2 Scar, Mastermind x1 Develop Your Brain x3 One Jump Ahead x2 Coconut Basket x3 Magic Golden Flower x2 Beast, Hardheaded x2 Captain Hook, Forceful Duelist x3 Goons, Maleficent's Underlings x2 Hercules, True Hero x2 Kristoff, Official Ice Master x2 Maui, Demigod x1 Prince Eric, Dashing and Brave x2 Simba, Rightful Heir x2 Simba, Returned King x1 Fire the Cannons x2 Grab Your Sword x1 Ransack x2 Smash x2 Frying Pan x2 Amber and Amethyst Deck Amber cards are all about support, offering buffs and enhancements to other cards, while still offering plenty of choices for the player

3 World War Hulk Hulk is big, green, and stompy, and that plays nicely into Magics own green playstyles.World War Hulk is a five-cost Saga that removes the mana cost of your next red or green creature spell (The Incredible Hulk, anyone?)
He emphasizes tradeoffs, synergy with land and graveyard themes, and bracket-aware inclusion, urging deckbuilding while balancing budget, table expectations, consistency, and commander fit
Ive heard of a pod with three of these, and the game is presumably going to this day
Just in Ursula's Return and just in Amber alone, there are six unique Madrigal cards