When should I Mulligan?

Started by Destore117, August 04, 2014, 01:28:07 AM

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Destore117

I usually mulligan if I have no lands
Or depending on my deck if I've got nothing in the 2-3 mana cost range.
But I try to never go below 5.

I understand this is kind of a deck specific question and also, completely luck based on your draws, but when would you mulligan? What would you look for? What's a good ratio of spells to lands?

particle

i mean lands to spells ratio is important, but which spells and which lands is also very important. do the lands cast the spells? are the spells good? are they good against what my opponent is playing? i would say an important question to ask yourself when looking at an opening hand is "what does this hand do?" if the answer is not much, consider mulliganing.

LinkCelestrial

Do some math. What's the quickest turn you could do something productive? What's the quickest turn you could do something after that? Generally you want something out by turn two with more coming down by at least turn four. Calculate based off what's in hand, not what's in deck. (Relying on one land draw by turn three is generally okay). In a burn deck {Lightning Bolt} some 1-3 drop creature and three land is good. In my B/G deck {Arbor Elf} some 2-3 drop and around three land is good. When I play decks I don't know I want threeish land and something to play by turn two.

Also, isn't all lands or no lands a free mulligan?

blackychan1

There is technically no free mull in tournament play. That is just a pretty large casual rule.

LinkCelestrial

Quote from: blackychan1 on August 04, 2014, 02:28:20 AM
There is technically no free mull in tournament play. That is just a pretty large casual rule.

Thanks for the info.

MuggyWuggy

#5
Depending on what colors and deck I play

With 3 color control: minimum 3 lands (correct colors) 2 playable spells (usually a counter or removal)

With mono weenies: 2 land, 2-3 one drops

Then on the 2nd game, I usually make sure I have what I need to work around my opponent


Played many games where taking land chances ended me getting mana screwed, I usually prefer a solid chance rather than having to struggle and play by the threads

Mlerner12

With my living end deck I'll always keep if I have:
2-4 lands
1-2 cascade cards
The rest cycling creatures.

Dstyle1

Any hand with a 2 red sources and a {sowing salt} I snap keep.

Kaworu, the Fifth Child

I'll keep if I have:
{Opalescence}
{Serra's Sanctum} and another land
At least 2 leylines.

rarehuntertay

Quote from: LinkCelestrial on August 04, 2014, 02:36:57 AM
Quote from: blackychan1 on August 04, 2014, 02:28:20 AM
There is technically no free mull in tournament play. That is just a pretty large casual rule.

Thanks for the info.
That used to be the rule. All lands or no lands. Then you could mulligan a hand and draw 7 new cards once. The current system took effect in 1997.