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You need to build decks so that any card you draw is the card you need.
It's almost certainly happening to you because it happens to everybody, it's how our brains are wired. Part of the process of accurately analyzing these kinds of trends is to work to prevent that bias. That involves recording detailed results over a large sample size, AKA hundreds of games. If that sounds like it's more effort than it's worth, then just consider this:
We get a LOT of claims like the one you've just made here, if you dig through all the posts here there are probably hundreds of them. But not a single one of them was able to actually present a credible, fact supported argument to even hint at there being anything wrong with draws.
And FYI, EVERY deck in a card game like this is dependent on luck. Making a consistent deck doesn't mean you're getting rid of the luck factor, it simply means that you're skewing things so you have better odds of getting what you need. You will always have the chance of getting bad draws regardless of what you do.
If you are always just blindly drawing one card at a time, you often will not get the cards you need. I learned this the hard way after many many hours of deck building.
You want cards like Extract, Scheme, Beseech the Throne, Staff of Stories, Excavation Assistant, etc.
Then there are cards like Seek Power, Amber Acolyte, Kaleb's Favor. These are great because they help you get the power cards out of your deck early, so you are more likely to draw other cards as the game progresses, as well as providing mana fixing AND doing something else (damage, chump blocker, etc) on top of it all.
I usually have 4-8 cards that help me draw power and then 4-8 other cards that help me sift through the deck.
Like I said, if you are always just blindly drawing one card at a time, you often will not get the cards you need when you need them.
No clue, but I'm in a similar boat I think. After about 7 power I proceed to draw the remaining 18 in a row, usually meaning I lose if I haven't won by then.
1. Too much Power (not enough playable cards)
2. Not enough Power
3. The opponent's deck
I'd say of my losses, it's about 20% each for 2 and 3, and 60% for 1. I'm a fairly casual player that doesn't grind for the best cards, spend money, or copy other people's cheapo decks, so I probably only win about 30-40% of the time (9:11 in match history). It's just annoying that so many of those losses are from power and so few are actually from the opponent. Ages ago I suggested they remove the power requirement from decks, that way people could actually build around it a bit easier, but doesn't look like they ever will.
The Plunder mechanic they've been throwing around a lot lately (on a lot of common cards, so card grinding really isn't an objection) is a pretty powerful power-fixing tool. If you salt your deck with a dozen or so cards with Plunder (Beseech the Throne being a handy colorless example that avoids card disadvantage) you'll have a good chance of being able to trade unwanted power for other draws, and of being able to eke out a few extra sigils when your deck isn't giving power draws.
The deck plays 25 power (most decks dont want to play more power), but it has 8 ways to draw power out of the deck (4 Etchings+4 Petition) and 8 cheap Plunder effects (Maveloft Huntress and Dazzle). On your first mulligan (if you put away your first hand) you are guaranteed to always draw a hand with 2 to 5 power. With this deck you have 16 ways to get an additional power with cards that cost 2 or less, so your basically almost always drawing at least 3 power, at which point the deck can already do a lot of good things (thats also a important, you should rather play cheap flexible cards than expensive ones, that makes the occassional powerscrew not that big a deal).
But the deck also has a lot of ways to prevent power flood: The 8 Plunder cards can turn power into card draw, the deck has a solid amount of natural card draw to find more "real cards" (Wisdom, Helio, Cylixes, Jarral) and the deck has 8 ways to access the market (Etchings, Jennev Merchant), which means that you have 8 ways to turn a power in your hand into a powerful card if you already have enough power.
So, to summarise: cheap cards in general, with Plunder or power draw/fixing effects especially can prevent drawing to little/not the right power and Plunder effects, card draw/ cycle effects (draw+discard) and market effects can prevent drawing to much power.