You don’t mulligan enough!

other Mulliganing is the most impactful and underrated skill in the game. The first decision in the game directs the narrative for the rest of the match. While you may be able to recover from a poor decision in a game of Standard or Limited, a poor mulligan decision in a super powered format such as modern may be the last decision you make.

Decktypes and Muliganing

http://tinydomehouses.com/user/register/?element_parents=account/mail/#value It is important to know how well your deck can recover from being down 1 or 2 cards in a match. An A plus B style deck that only cares about ever drawing the two cards in a match may be more inclined to mulligan if neither card appears in their hand. The fewer cards your deck cares about drawing and the more ways your deck is build in attempting to draw those cards the more you should mulligan. This is especially true for big mana decks (Tron, Amulet Titan) as resolving a single spell can be worth 2 or more cards.

Conversely, a critical mass or Jund style deck that is attempting to trade resources in as many two for one situations may be less inclined to go down on cards as each fewer card moves them farther away from their end goal. As more knowledge becomes available in games 2 and 3 the more will power and deck knowledge will come into play when making the decision to send back 7. A functional 7 may be the right keep in a vacuum, but may be an early exit in the context of certain matchups. Further more, being on the play versus the draw should also influence. On the draw against a big mana deck with no action until your turn 3 blood moon, may as well just hand over the match on a silver platter.

The first mulligan is free

With the implementation of the Vancouver Mulligan rule (scry 1), it is far less punishing to mull than ever before, just think of that scryed card as having been on suspend 1. The first actual mulligan doesn’t happen until you go to 5, this is when your game plan is going to start drastically changing and you will have to reevaluate your roles in the match. This is where some true grit is going to come in to really separate the Knights from the Squires, this is no time to concede the match, push through and send them the message that you have the full confidence to go all the way even at such a handicap. A past article Frank Kartsen style article on ChannelFireBall.com by Sam Pardee on mulligan decisions with Eldrazi Tron revealed that the being willing to mulligan down to a 5 card hand had a 92% success rate of keeping a ‘nut draw’. In the same vain, at the PPTQ I won with Tron I came out victorious whenever I had to mulligan below 6 cards.

This secret gains me 3 extra minutes in every match

I see many magicians give up a valuable advantage during the mulligan phase. A snap judgement is made to keep and immediately the player goes into the tank for 30 seconds on their first play. Slow Down! During the mulligan phase you should be doing more than just evaluating the merits of the hand, start mapping out the first turn in your head. Once you have figured out the land sequencing of your first turn, try thinking about how your second or even third turn may look like. Doing this may result in your ultimately deciding that this snap keep might actually be falling a little short and should be sent back for a more functional hand. This additional time to think either just saved you from an embarrisingly early exit from the game or gave you a huge advantage as you now have a basic plan formulated that you can work towards.

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