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Mr. Mulligan
You have practiced for hours.
You have traded your heart out to get the
cards you needed. You have shuffled until your
hands bled. Now you are
ready to take on your opponent and smash him into the
ground. You draw your
opening hand and realize that you are faced with what
could be your biggest
decision of the whole match ... mulligan or no?
Knowing when to mulligan and when not
to is very important. People don't
really sit and take time to think about the implications
this decision has on
each one of their matches. Your opening hand can
decide anything from game
tempo to game length. Many times players don't
care. They just see a couple
of lands and accept it. I am going to try and take
this crazy concept and
make it a little clearer for you all.
First of all, don't ever and I do
mean EEEEEVER keep a one land hand on
your opening draw of seven. Many times, I have
seen a player with a singular
forest and a couple of Birds of Paradise and/or Llanowar
Elves in their hand
and decide to keep. I have seen the same thing
with a Swamp and a Dark
Ritual. I don't think keeping either one is a
smart move. Of course there
are exceptions to this rule, but let's deal with the
basics for a second. I
can't think of a single card that can have enough impact
on the first couple
of turns that could merit you wanting to keep a one land
hand. In a Vintage
(Type 1) format I can think of a few hand situations
that would be playable
with one land. However, I am referencing Standard
(Type 2) so this is a
generally bad idea. If your opponent manages to
draw anything to deal with
your "potential threat" then more than likely
you are gone. You have to
understand that keeping that one land hand is VERY
risky. It starts you out
in a "must topdeck" situation. You don't
ever want that. Again, be aware
that this rule only generally applies to a seven card
opening hand. I would
even go as far to say that this same rule applies to six
land hands. Once
you have to mulligan below six, it is simply a judgment
call.
To give cards or not to give cards?
Is that truly the question? I don't
think so. Many times I just ask myself. Is
this a hand that I would have
griped about not getting to keep/lose if I didn't have
the option to
mulligan? With the current mulligan rule, you get
your best chance to make
the game interesting. Personally, I think the
current mulligan rule is
excellent. As a matter of fact, I saw an all land
hand played against me
today that my opponent wisely threw away to get six
cards. Under the old
mulligan rules he would have been stuck with that and we
would have had a
very uninteresting match. If the decision to throw the hand away is going
to benefit you, then what does it truly matter if you
have to give up that
card? The only time you should have to start
worrying is when you get below
five cards. I have won several games from six card
hands. I have also won
my fair share of games from a five card hand. I
have about ten four card
hand victories and I also have one or two wins from
three cards (this one
came more when I was having fun at the store). I
have not had ANY victories
from two card and don't plan on trying to change that
anytime soon.
You can't always look at lands in
hand to make your determination.
Sometimes you get two lands in your opening hand.
You look at them and say
go. You make a land drop on turn one. You
then make a land drop on turn
two. When turn three rolls around, you then
realize that you haven't drawn
any more lands since your opening draw. You my
friend have just been two
land teased. That's probably about the worst
feeling in the world (next to
losing of course). The moment you realize that you are
not going to get the
necessary lands, you start double checking yourself:
"Why did this go bad?" "
Did I make the right choice?" , etc., etc. It
just adds to your mental
anxiety during the course of your match. Maybe one
of the best ways to avoid
the two land tease (TLT) is to compare your mana to the
casting cost of all
the cards in your hand. Will you have enough to
play your key spell on turn
four or turn five. You also need to take into
account, the other cards in
your deck. You are more than likely going to be
drawing other spells in
addition to land. You might need various colors to
cast certain other early
game spells that you might draw. The worst part
about TLT is that there is
no one true way to help you ask.
Also, don't mess around with
"fun choices" when deciding to mulligan or
not. You need to get the job done. If you
are even halfway serious, or if
you are planning to play the deck in a tournament, you
can't afford to make
bad mistakes just because you are playing with
inexperienced players. You
can't practice bad habits. Yeah, sometimes it
would be neat to double Dark
Ritual out a Thrashing Wumpus, but if they draw an
Urza's Rage, or Ghitu Fire
or anything else for that matter, you lose like a three
to one card ratio.
That's definitely not a good thing. Since you are so
early in the game having
to play catch up the rest of the way can be pretty
scary.
I guess the main thing to remember
when deciding whether or not to
mulligan is to keep your mind open about potential.
What could you
potentially draw? What potential does this hand
have to get me to a secure
fourth or fifth turn. I am by no means an expert
in the field of
mulliganing, but I do feel confident in my ways of
handling the situation.
You have to remember the impact that a bad mulligan call
can have on your
game. You could throw your game (and maybe even
your match) out the window
before you have said anything or laid a card.
Practice with your deck a lot.
After some serious playing and testing, you should
be able to make this
decision easier. You have the knowledge. Use
it wisely. I hope these tips
help you and I wish you the best of luck in your
decision making. Don't let
Mr. mulligan get you down. Also, try to keep him
from taking too many cards
away from you :)
I do apologize for this being so short, but I do have
several things I am
working on currently in addition to the following:
This is my auction site for Magic: The Gathering where
stuff gets added all
the time (most auctions start at $1):
http://come.to/powrdragn
The following link helps get you a rebate for everything
you buy online (this
is a site worth checking out):
www.quanshop.nexgenmall.com
Until next time,
Hasta la bye bye,
DeQuan Watson
a.k.a. PowrDragn
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