This does weaken the draw-go aspect of the game, which Ive been compensating with by adding a fourth Counterbalance, while not playing overly reactive cards like Spell Pierce in this particular list, which is also due to the fact that a list with such a multitude of cantrips isnt able to play as many individual cards as other lists can, with the upside of finding those, mostly superior, cards with a higher reliability
A deck with 18 lands, or 30 in Commander, should need only "1 or 2 lands to function, and you have no 3-drops in your deck " (emphasis mine)
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If this card is discarded from play, put it into your hand instead of the discard pile
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