risk factory, courtesy of jump-start.
for this reason, it’s only a good idea to let them draw 3 cards if you have already established a clock. you might be able to close out the game before the cards kill you.
let’s say you’re at 7, and they cast an end-of-turn risk factor with 4 lands in play and no cards in hand. you have them dead next turn, so they will only have one additional draw. in this spot, you always give them the cards, because their 4 draws are not going to add up to more than 5-6 damage on average, and they might not even be able to cast all 