Hands to Keep I think it is important to view the deck in four components enablers (eight in total Entomb and Faithless Looting with eight creatures to discard), reanimation spells (twelve in total Reanimate, Animate Dead and Exhume), disruption (ten in total Thoughtseize, Unmask and Grief) and mana (twenty-two in total Lotus Petal, Dark Ritual and fourteen lands) The ideal hand in pre-board games is one that has a route to the combo (Entomb or Faithless Looting plus Creature, and a reanimation spell), a disruption spell (Thoughtseize, Unmask or Grief) and enough mana to make it all happen
This being said, the expected value is probably better than you think, so if you are feeling a bit lucky, opening a box of Masters 25 isn't a wholly losing proposition from a financial perspective
After all, not all legal decks are effective
Collector boosters are not efficient for set completion because they focus on premium variants rather than broad coverage
Similarly, if the ability causes a permanent with station to become an artifact creature, putting an amount of charge counters on it greater than or equal to the amount required for it to become an artifact creature won't overwrite the base power and toughness set by Depthshaker Titan's first ability
even if the cube isnt singleton, you dont want the same cards showing up too often