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by Mcdonalds
Mon May 13, 2013 7:02 am
Forum: Strategy and Theory
Topic: Mulligan Rules?
Replies: 26
Views: 14858

If you don't find any value in what we're doing, that's fine, you don't have to contribute - but there's no reason for you to continue to detract from what we're trying to do for no reason.
Although I don't think what you guys are doing is per se a bad thing, checkbox does raise a point, you could try and figure out what is the most objectively good hand all day, but sometimes objectively good (or acceptable hands) are going to be bad at times, take this instance

Your playing a legacy event and your on Esper Stoneblade (Stoneforge Mystic based control), somehow you find out your opponent is on Storm (combo)

Tundra, Underground Sea, [card]Flooded Strand[/card:
10u693nd], Swords to Plowshares, Snapcaster Mage, Jace, the Mind Sculptor, Ponder

Do you keep this? In a lot of cases, this isn't a terrible hand, you have swords to deal with an early threat, snap to get it back, ponder to find something you need, and a Jace to fateseal your opponent out or draw you cards, not the best of hands, but perfectly keepable.

No, you don't, swords is dead in this matchup, so your already on six cards, you don't have discard in hand to interact and no countermagic if they try and go for it, your may as well mulligan.

(Admittedly, this is an assumption that you know what your opponent is playing given, this is legacy so it's not completely uncommon, but still an assumption.)

Ultimately, what your keep/mulligan should be decided by what your playing against, or what your role/plan is in that matchup, which is much harder to determine.
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That all being said, having some general guidelines defined for Aggro/Control/Combo to be used and broken down further for various archetypes is something that is certainly valuble, control decks always tend to have similar mindsets, but what they want varies in different formats, same with aggro, and same with combo

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