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by DerWille
Fri May 10, 2013 12:46 am
Forum: Strategy and Theory
Topic: Mulligan Rules?
Replies: 26
Views: 14849

Okay, so first guideline:

Mana Source - Your opening 7 should have:
  • 1. No less than 10% of the total number of mana sources.
    2. No more than 15-20% of the total number of mana sources.
    3. 5-10% minimum of each color of mana represented.
    4. The correct amount/color mana to cast X% of the spells in your opening hand.
I threw number 4 out there because it seemed common sense, but what would you think is a good value for X? 50%?
That sounds about right. The only thing I would say about 4 is that those spells need to fit your game plan. I didn't use threat because some decks don't really have those early. 3 land, arbor elf, farseek, and a [card:
1r5hxlu5]Thragtusk[/card] sounds legit even though Thrag is the only real threat. Likewise for my deck, x2 plains, mountain, x2 boros charm, x2 oblivion ring is probably a straight mull even though I can play 100% of the cards in my hand.
by DerWille
Thu May 09, 2013 2:57 pm
Forum: Strategy and Theory
Topic: Mulligan Rules?
Replies: 26
Views: 14849

So you want a solid representation of all the colors in your deck, but how do you express that?

5-10% of the total # of sources of every color represented?

For example, my Dos Rakis deck has 20 [mana]R[/mana] sources and 12 [mana]B[/mana], so I want at least 1-2 [mana]R[/mana] source and 0.6-1.2 (or 0-1) [mana]B[/mana] sources in my opening hand - which sounds about right.

I don't think we should have to account for how "weighted" the colors are in the deck though, because, assuming you made your deck correctly, the mana base will already reflect the "weight" of the colors.
That's about right.

I agree with not accounting for weighting. Your deck
should already be set up for that.
by DerWille
Thu May 09, 2013 1:57 pm
Forum: Strategy and Theory
Topic: Mulligan Rules?
Replies: 26
Views: 14849

So I think we can safely say that a good rule of thumb would be that you want at least 10% of the mana sources in the deck in your opening hand.

So 2-3 depending on how mana intensive the deck is.

Think we can add that you want no more than 15-20% in the opening hand? I know I pretty much throw away any hand with 5+ lands in it unless I'm running something with a very high curve (in which case I'd be running 25+ mana sources and 5 land would fit in the 10-20% range).
Yeah, that seems about right. The only thing I could think of to add is make sure you have the right colors for the cards in hand and what you might draw. Having only one color in a multicolor deck can screw you over just as hard as having no lands.
by DerWille
Thu May 09, 2013 12:33 am
Forum: Strategy and Theory
Topic: Mulligan Rules?
Replies: 26
Views: 14849

This is a good idea. I've sort of come a few mulligan rules for playing my specific deck, a :symw: :symr: aggro deck.

1. I must have a :symw: or :symr: sources in hand. I think this depends on the opening moves of your deck, but mine looks like this:
- All 1 drops are :symw:
- My 2 drops creature wise are x2 :1mana: , x2 :symr: :symw:, and x4 :symr: :symw:. The spells are x4 :1mana: :symr:, and x3 :symr: :symw:. If I don't have :symw: and , I lose out on 13/17 cards with :symw: :symw: and 11/17 cards with :symr: :symr:
2. I'll mulligan hands that don't have enough threats. My deck revolves around playing creatures to go punch my opponents.
3. Before I mulligan, usually going from 6 to 5, or even 5 to 4, I ask myself, "If I drew this hand after the mulligan, would I keep it?" If I would keep it, I play the hand.
4. If I don't have enough early plays. If I have a hand of 4 mana and 3 4 drops, I won't play it. It's too slow. I'd rather have a hand that lets me curve out.

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