Yeah being able to see plays for 2-3 turns is what I'm looking for, and almost always a minimum of two lands. I try to condition myself to never keep the one land hand. When I play control it's harder since you're going long and plan on seeing a lot of cards and frequently don't "need" anything until t4 and later. Usually I want at least 3 early action cards though. A counter, a removal spell, a draw spell. Or something that sets up lines of play to get me to where I want to be. Like I'll keep a "suboptimal" hand if it say has 2 draw spells and a board wipe. I figure in the early turns I'll dig and draw enough to get to what I need plus I have the wipe in hand to stabilize.
But in general I want to see lines of play based on what that deck does. This all sounds good, but I'm notoriously risk adverse and generally only mulligan due to land screw/flood or just blatantly obvious unkeepable hands. I
really lack the subtle nuance to mulling and won't generally risk mulling "borderline" hands. Definitely a part of my game I need to get better at and improve.
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- by Dodger
- Wed May 08, 2013 7:46 pm
- Forum: Strategy and Theory
- Topic: Mulligan Rules?
- Replies: 26
- Views: 15746
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