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I haven't tested, but I assume 2015 enforces a 100-card maximum. 2014 did, as well. In paper Magic, there's no maximum deck size beyond "you must be able to properly shuffle your deck without aid in a reasonable amount of time".
For most decks, land should be about 2/5ths of your deck, or 24 in a 60-card deck.
One other thing to recognize is how the game does difficulty, they make the AI have increased chances of drawing their good cards, and screw you over with bad draws. And when you can draw land over and over with 20 one game, then get next to no land the next, adding more land in just doesn't make sense. The game will already screw you either way, it's more at the whims of the AI. So even with adding more land, it doesn't guarantee you more land.
This hasn't been true since the days of things like Dark Ritual.
Check out some Modern and Standard decklists for paper Magic. The overwhelming majority run 23-24 lands. Some run 21-22, if their entire deck costs 3 mana or less.
The only decks that run less than 21 land are things like Affinity (tons of cheap mana-producing artifacts, and cards that get cheaper if you have more artifacts), Storm (a full 20% of the deck is 1-mana draw spells), and Cascade Combo decks (again, never need more than 3 mana).
And keep in mind that Modern and Standard are both formats with access to higher quality lands, more nonland mana sources, and more ways of fetching/drawing into lands than DotP.
Going under 23 in this game is very bad advice.
The game doesn't give you bad draws. That's just bad luck fueling confirmation bias.
What previous versions of the game did do was make it so that the AI was less likely to draw its best cards on lower difficulties. I assume the same is true of this version, but with the new file format, it's difficult to verify.
Would be nice if they added actual physical mechanics like that into the game, just so we don't draw 5 land 3 times in a row, or 1 or none 3 times in a row.
That sounds like you're 'mana weaving' which is actually an illegal move in tournament play, unless you shuffle it a LOT after doing it - making it pointless to do in the first place
Mana weaving is against the rules. Your deck must be randomized. Randomness sometimes results in clumps.
Had to look up the term, but no it isn't. You separate the land amongst the cards, which would technically fall under the term. And then you shuffle, repeatedly. That is allowed, and there are a specific amount of times shuffling is required. Still meets it, still gets cut, still ends up with better chances of not getting large stretches of all land or no land.
And if it does give you better chances, it is by definition against the rules.
Your deck must be randomized. Randomness sometimes results in clumps.
The tournament guy watched what I did from beginning to end, and saw no violation. To mock my opponent, I even did an extra shuffle. Still had decent spacing, made sure to smirk at my opponent for raising a fuss when he got land in a row.
Honestly wouldn't have done the little things, if he hadn't raised such a fuss shouting for a referee to come over claiming I had cheated because he lost. The fact he had no issue until he was losing the first game, then the way he decided to try to handle it, made it fun though. Though I was 17, he was in later 30s or 40s, and was complaining basically because he lost.
My main deck that I used for every type of play was a green with 20 forests and two forces of nature. Though I had 4 Llewelyn Elves, or however it's spelled, which basically bumps available mana resources up to 24. Which is what I meant by using other sources for mana. The elves work great as first round harrassers, or can be used to quickly get some more powerful critters out.