Raine Sage in Tales of Symphonia uses support magic like Barrier and Sharpness, as well as advanced spells like Field Barrier and Acuteness. She is the only playable character who uses support magic such as Barrier and Sharpness, as well as their similar advanced spells, Field Barrier and Acuteness.
Symphonia is divided into two categories of fighting: Tactical and Strike, both spawning from EX Skills. To use Raine’s spells, players need to have her on T-Type (S-Type learns Keenness and Permaguard instead) and be at a high enough level for the spells to work. Poison can cause issues, as it may drain an ally’s HP, making Raine prioritize healing them to full again.
Prioritizing weapon spells is crucial, and it is important to work out with the backline who’s putting what on whom. Pets should be prioritized the same as a party member wielding a non-caster weapon. Raine also warns against using magical spells that restrict knowledge and take your magic.
In the game, Raine Sage has access to a list of techs exclusive to the PlayStation 2, PlayStation 3, PC, and Remastered. She is the only playable character who uses support magic such as Barrier and Sharpness, as well as their advanced spells, Field Barrier and Acuteness.
📹 How to Mulligan | The Command Zone 504 | MTG Commander Podcast
——– Show Notes: This epispose– Sorry. This ebidsode– Ugh, let me try that again. This episode, we’re going to discuss How To …
📹 How to Draft Control Decks! | Limited Level-Ups |Magic: The Gathering
#Magicthegathering #DMU #LimitedLevelups #draft #dominariaunited #dominaria #draftguide #draft #limitedmagic #control …
Something I don’t like about the idea of a bunch of free mulligans…is that it rewards bad deck building. I have a friend who’s struggling to figure out how important lands are and often runs way too few. Being able to mulligan until he gets 3 or 4 in his opening just further instills bad habits and hinders the natural learning process.
I like the draw 7 and 1 free mulligan. If you’re deck needs to constantly mulligan (not just 1 game) maybe go back to the drawing board and look at how your deck is constructed. If you constantly mulligan hands with too many lands, maybe make some of those lands cycling lands. If you constantly draw too many nonlands, add more land. There are plenty of apps and websites that can help with that.
Warning this is a mulligan horror-story: Last friday I took two mulligans because I only had one land in my hand. On my third seven cards, I had only one land again. Normally I would have said ok mulligan to 5 but I thought having three (2 mana cost) mana rocks might be ok if I hit just one more land. So the game started and I waited for turn 9 (maybe even longer) to draw a second land and I only got it this “fast” because another person decided to use a wheel of fortune type effect with which he can decide who wheels. By that time I had drawn 5 more (two mana cost) mana rocks (I play 38 Lands in the deck). I had already started to discard 2 of them because of handsize. So the wheel effect let me draw 8 cards – for only the cost of losing 5 mana rocks from my hand. All of a sudden, 6 out of my 8 new cards are lands… It was a disaster.
Of most episodes I feel this one was more interactive with the best hand exercise. It really helped as a newer player to figure out just what the hell i want my deck to do and how I’m going to do that with the first hand I draw and then tone it down even further. So far I’ve built an “Artifactocrats” deck with Monoblack Ashnod and realized I could have card draw, ramp, tutor, sac outlet, and massive combo after or by turn 3 with a perfect hand. Still figuring out the actual win con but this episode really helped figure out how to accomplish the deck’s goal with the first couple of hands you draw. Thanks!
There are a few ways to look at ramp that I think are all correct: 1. You can run very little and run a higher land count (probably over 40 for most decks) while trying to run lots of lower MV spells so that you have a consistent land into spell pattern, with card draw allowing double spell turns. 2. Run a fair bit of ramp and skew your deck’s MV upwards, such a deck should still have enough lands to hit early drops, decks like this want to hit reasonably high MVs and likely runs lots of 6-8 drop spells, a deck like this might want to hit 5 or 6 lands and 1 or 2 ramp to get to 8 a bit early because the deck can do something explosive at 8 mana generally. 3. If your deck wins via achieving an excess of mana and having your Commander out (Sisay comes to mind), then you probably want an ungodly amount of ramp alongside a high land count, you don’t care what else you draw, you just need to get your Commander out and win the game after getting enough mana out. 4. Run very few lands and tons of ramp because you hate drawing lands, this is a cEDH mindset and it also tends to run lots of filtering/draw to help offset this low land count (if your Tymna/Kraum deck draws 5 cards per turn, it’s quite plausible that running under 30 is fine as long as you’re able to mulligan until you can get a Commander out early), this often involves running mostly MV 1 spells, with a small number that cost more. The way ramp is sometimes used that it shouldn’t is in place of lands, where a deck needs to hit ramp in order to achieve it’s necessary MV, many ramp cards end up being dead draws later, so if you have 15 ramp effects because you don’t want to draw ‘duds’, you have to consider if running 8 more lands wouldn’t be a better deck building choice, and playing actual spells on every turn.
important advice about mulligans is to allow yourself to get comfortable with mulliganning down to 4 or 5, if your previous hands are mediocre. You can’t complain about getting blown out of the water if you are the type of person to keep mediocre hands, just because you’re afraid of the minus 1. One of my most memorable games, a “don’t try this at home” moment, was a hand that I mulliganed to 4 for, with ZERO lands. I had an Ornithopter, Curse of Opulence, Simian Spirit Guide, and a Surveyor’s Scope. This specific combination allowed me to generate the resources I needed to artificially keep up with the rest of the players, and actually come out with the win, as well. Yes, it’s true that one removal card would have put me in a dire situation, but the same can be stated for the unlikely scenario where those greedy turn 1 Sol Rings get countered. No hand is 100% perfect; there is always something that can stop it, but if the hand simply goes with the flow, not attempting to establish a strategy, then you guarantee your defeat.
My group uses a house rule for mulligans: Draw 10, discard to 7 (bottom of library). If you still can’t make a worthwhile hand, draw 7 as normal, then draw 7 and discard to 6 etc. By my reckoning, this makes it much easier for everyone to have a playable hand without encouraging players to mulligan repeatedly for the perfect start, and without endless shuffling or endless decision making. It’s like an extreme variation on the London Mulligan, without relying on the honour system apparently common in other groups. Mathematically I think it works out roughly comparable in odds of drawing a 3-5 land hand to the free mulligan, (free mulligan: ~72% chance of success, house rule ~68% chance of success). I also estimated the expected number of spells in the starting hand that can be played with mana produced from starting lands (ie: if you start with 2 lands, how many 0, 1 and 2 drops do you have in hand). The London mulligan gives an expected 2.2 playable cards in the opening hand with a 23.2% chance of having one or fewer playable cards. By comparison, the initial draw for the house rule gives an expected 3.7 playable cards with only a 7.6% chance of one or fewer. Calculations above assume you won’t mulligan more than twice on the London Mulligan, but also didn’t account for any mulligans using the house rule. These numbers are skewed as discarded from the mulligan or from the house rule are not accounted for. However, I think the number of options provided is more interesting than the number of cards kept.
This is a great article! I’ve just changed my Beledros Witherbloom deck around and alot of it has to do with consistency from the start. I have discovered that spells that can get a land or do something else are great, especially those for one mana. It makes me able to know I have a third land coming, or a second land for my 2 mana ramp spell and from there use my three mana and then four mana ramp spells that gets lands into play. Once the lands are in place all kinds of crazy things will happen. Altough I’ve built her as a.. 7 maybe 8 powered deck. Not super spiked but very well rounded and fair. It’s easily my favorite deck. It can do everything I want and still make fun games. 😊
We mulligan until we have enough lands to play the first hand. It’s a trust thing, but i play with my best friends. It’s quite common that one of the players mulls away a “too good” hand (for example sol ring plus arcane signet plus carddraw). The goal of every game is to see every deck to do “the thing” and to overcome the archenemy ^^
Related to the subject, I realized that maybe half of my losses were due to shuffling poorly. And just yesterday I had a similar issue of 5 lands in hand and drawing 5/7 lands for the next few turns. I have to preshuffle it a few times before the next magic night. As it was, it was unplayable. Admittedly, I had 6-7 things I could topdeck at various points to win. If I had a decent hand I would probably have won.
For those who don’t like the ‘just mulligan to a good hand of 7,’ but also want to promote casual gameplay, the house rule we use for mulligans is: 1 free mulligan every other mulligan. We still use the London mulligan of draw 7 put one back, but it goes like: 7, 7, 6, 6, 5, 5, 4, 4 etc Instead of 7, 7, 6, 5, 4, etc This allows for more mulligans while still following a ‘strict’ rule (there can of course still be exceptions)
I would keep the sol ring. We play with the London Mulligan but have a house rule called double mulligans. Once you mulligan to 6 we will give you another free mulligan. After that you have to keep 5 but we will allow unlimited mulligans to 5 provided after your second mulligan to 5 if you continue you must reveal your hand to prove it’s not keepable according to the group vote. So far no one has had to mulligan that many times and we’ve been doing this since the London Mulligan became official.
With Wizards releasing so much more products and tons more of new legendaries nowadays, this kind of topic become rarer to see at Command Zone. I for one would love to see more of these even if it means that some sets or legendaries won’t be reviewed. There might be ways to decrease episodes of reviews while keeping up with the new products though, grouping nearby sets or similar legendaries together is the first that come to my mind. Nonetheless, I’ll still watch what you guys publish no matter the topic. Great show, great guys, great vibe. Keep it up!
My advice is that people should have more basic lands in their decks. Replace spells with them. Around here we stick to the standard rules for mulligans. You should build you deck such that you don’t need the crutch. That being said we usually wait until everyone has finished mulligans before you put the cards on the bottom. Depending on how that looks we may just keep those seven. Agree with the idea of not shuffling the hands back in every time being a kinder and faster way.
Kind of interesting to try the “perfect hand” exercise with my Lazav deck. It includes 3 cards that are so specific in function that I basically can’t replace them with anything else in the deck. Also, how do you factor bouncelands into mulligans? Like beyond just that it’s a “slow” land. It does mean that with just 2 lands in hand you can hit your first 3 land drops. It does have the issue that if you don’t have a 0 or 1 mana spell, you might have to discard down to hand size turn 2. But could that be considered worth it? Would you consider that a form of “smoothing” in a sense? (Turn 2, draw card, end step discard the least useful card still in hand?)
My house rule for mulligans is:london mulligan down to 5, after 2 mulligans, you stay at 5 cards. So if you mulligan thrice, you only lose a card twice. This punishes poor deck destruction while still keeping it reasonable, since if you know you’ll have a gis mulligan, you can build your deck with more gas and light on the lands, which you wouldn’t do with a london mulligan.
The deck i grabbed for the challenge: my 7yo Daretti, Scrap Savant deck. My perfect hand: Ancient Tomb, Lotus Petal, Sol Ring, Lion’s Eye Diamond, Myr Battlesphere, Mindslaver and Canoptek Tomb Sentinel. Contrary to the theory, this is a turn 1 hand: play Tomb, play Petal, tap Tomb for mana and play Sol Ring. Play L.E.D., sac it for RRR and discard the other 3 cards. CRRR in the pool, play Daretti, minus 2 him saccing Lotus Petal to bring back either Canoptek, if any of my opps have something worth exiling, or Myr Battlesphere, to build a wall of creatures around my turn 1 planeswalker commander with only 1 counter on it in case anyone tries to attack it. Boom. Turn 1, commander on table – it being a reliable source of card advantage and graveyard filling, with 4 mana up to cast whatever comes off the top of the deck, and the combo is already set on my grave (Mindslaver on the grave, for when i get Daretti’s emblem i can combo off with it) along with another artifact creature that i can use to keep pillowforting around my commander. Maybe the only thing that could be different would be swapping the MS or one of the creatures for a Ichor Wellspring, in order to still have something in hand when the whole loop resolves, so when i activate Daretti’s +2 ability next turn, i’ll have two cards to discard and make the best use possible of his ability. Plus, i’d still have the Petal up, so if i drew anything with R in its cost, i’d still be able to cast it.
As someone who won games of commander where I went to 4-5 starting cards, I really disagree with endless free mulligans. Even when your playgroup honestly tries to avoid abusing it, this still feels like cheating. Being unlucky is part of a nature of the game and the format, disallowing that to happen just doesn’t sit well with me. P.S. By no means the playgroups that I play with play cEDH, but still thanks to all the power-creep and abundance of deck-building content everyone’s been optimizing their decks over the years. The explosive starts are not that uncommon and wins by turn 5–6–7 are not unheard of. Players are actually quite disliking the resulting environment, but nobody’s rushing to cut Jeska’s Will from their decks. Allowing everyone to mulligan 5 times until they find a good seven would be putting even more gas into this fire.
They didn’t mention: there are some commanders that will FORCE you to mulligan until you hit removal (a well-built Yuriko deck comes to mind). If they have a 2/3 drop commander that can kill the table by then 5/6, you might need to keep mulling until you hit removal or else you have the non-game of “they just win immediately.”
i am so much more okay keeping a 5 or 6 land hand over a 2 land hand. At least i have a commander that i know i can play eventually lol. Thats the benefit of commander. I think you’re allowed to keep a hand with another land or 2 than a 60 card deck would want to keep cause you always have the commander.
My play group has a very unique way to do things. We place 2 basic lands face up on the table and draw 5 cards. We then are allowed 1 free mulligan of 5, if necessary. When you have your 5, add the 2 lands to your hand to complete your 7. This way EVERY player is guaranteed at least 2 lands to begin with and can actually play Magic. Weird, but effective.
it depends on playgroup, experience level and format, but mulligan rules, that are too lax, encourage bad/greedy deckbuilding .. so commander one free mulligan is fair given the big deck and singelton, but more shouldn’t be necessary, since you can play 7Lands+ infinite commanders .. in 1v1 60 or 40 card formats the normal mulligan rule is alright, although I do allow 1 free mulligan for my cube, after all it’s singelton and most of the time we play it multiplayer
My playgroup uses the house rule of, if at any point during mulligans you draw a hand of 0 usable lands, that mulligan is skipped. If it was your free one you have another free one. If that was going to be your mull to 6, you still go to 6. You have to reveal your hand to the table to prove its true. We define usable as something that with the cards in hand cannot guarantee mana. So if your only land is temple of the false God, or a bounce land, or rupture spire, that would be deemed unusable, but a hand that contains a temple of the false God AND a bounceland wouldn’t count because you can bounce the temple turn 2. Things like evolving wilds and fetch lands also don’t count as unusable because they can guarantee you get a source of mana.
Cool episode! It would be fun to see (maybe in a future episode) more examples of random hands which ones to keep, which to mulligan and why. I wonder if DJ’s ideal hand would benefit from replacing the Talisman with Lightning Greaves. Sol Ring into Greaves T1, he could still play Battle Angels turn 2 and swing right away. If he gets a treasure with the Angel attack that makes T3 Bolas’s Citadel possible and if not, he can play Liesa instead.
I think it is important to also know your deck. I have a Jorn God of Winter Voltron deck. I can get away with 3 lands (at least one being forest) and an equipment for Jorn so I can start swinging. Jorn acts like artificial ramp in a pinch he untaps all snow permanents on attack. So cast something in first main phase, cast something in second main. The perfect hand would be 4 lands, equipment and card draw but my decks game plan could get away with less. It’s all about the game plan.
London Mulligan is best mulligan. People should start building decks with that mulligan in mind, and not the ‘infinite mulligans’ that plague Commander currently. Half the point of brewing is creating a playable mana base and spell synergy as best as possible knowing that there will be some games where you have a drought of mana or you get flooded. It’s all in the luck of the draw. That’s Magic!
My house rule for Commander is if you have a hand of all lands or no lands, you can reveal your hand to get a free mulligan but only once this way. You can still use your regular free mulligan in addition if you mulligan into a bad hand. I think this is fairer because in those situations, taking a mulligan really isn’t a choice and your free mulligan would be wasted before you get a hand where you actually have the option to assess if it’s good enough to keep. If you mulligan and still get a hand of all or no lands, then you probably didn’t shuffle properly in the first place and it’s your own fault
The way I decide mulligans is simple, I just ask myself “With only the cards from my opening hand would I be ok with my board at the start of turn 4?” if not then I should mulligan. But sometimes I get greedy and ignore that, I was playing my Omnath, Locus of Mana deck, had a potentially amazing hand I had 2 lands, harrow, verdant bloom, zendikar resurgent, nyxbloom ancient, and genesis wave, all I needed was a 3rd land and I’d be all set for a massive genesis wave on turn 6 or 7 at the latest which in my play group is usually going to put me in a position that will be impossible for anyone else to deal with (we play very casual decks). In a deck with 40 lands and 4 spells to get a land at 2 mana I figured it would be fine, but by turn 9 I still only had 2 lands and had not been able to play a single spell.
Our playgroup has free mulligans untill you have at leased 3 lands. If you want to mulligan when you have 3 lands or more it will cost you a card and a second card after that Biggest problem I have when starting to mulligan down to six is that the hand I draw is worse than the one I had privious and so I have to go down to 5 with a big chance that one is the same or worse than that one before that and I know I’m better off scooping
The way my Play group mulligans is a bit different from normal, If somebody likes their hand they can keep it, other players who don’t like their hand can mulligan as normal, but if more than one player mulligans more than 2-3 times, both players have the option to go for a mulligan reset, meaning they get their free mulligan and the amount of mulligans they’ve done resets, this only happens if at least 2 players don’t like their hands and the more players who don’t like their hand the earlier you can go for the reset 2 players is 3 mulligans and 3 players is 2 mulligans, this prevents people from exploiting the mulligan rule as more than one person has to want to reset the mulligan count, Also the person who likes their hand gets to keep their hand as normal
As for for house tules on mulligans, my playgroup lets you keep going until you have a playable hand of seven, but only if we are playing really jank decks. For example, My Blim deck which is loaded with really bad overcosted spells. If we are playing with more optimized decks we stick to the official mulligan rules. My playgroup tends to be pn the higher power side of casual and maybe tending into cedh. Most of my decks, except for Blim, run 27 to 30 lands and almost no basics. I do run all the fast mana I can get though, so it is not uncommon to have 3, 4, or even 5 mana on turn one.
I feel the opposite about mdfc land/spells. I do like to play on the margins a little. The majority of those spells are not good enough for a spell slot. However when I view them as land that can do that utility if I need it to, they suddenly look a lot better. I usually play 37 lands. My ramp varies by the deck strategy, plus the average mana value, the top of the curve, and how much green it has. I will consider ramp as land substitute as it’s a mana source in a pinch as opposed to mulliganing and potentially getting a worse hand but only if the hand is worth it.
Just played the WORST game of commander I’ve ever had to sit through. Couldn’t cast ANYTHING in my hand for the entire game after my commander got target and killed by a salty player. I was essentially locked out of playing my commander again and nothing i drew after that made sense to play since my synergy was out the window. On top of that, i needed 2 more green mana, Which I didn’t draw until the turn i was finally killed at the end if the game. It SUCKED. Had to sit there and hold my tongue for 2 hours, when I could’ve just gone home to eat dinner. But its “rude” to scoop when someone does something super crappy to you like that. “You cant just throw off the game for the other players when you quit” But my lord, i wanted to go home after turn 4. Dont let anybody talk you into “just one more” game. If you’re hungry, go home. Save yourself the trouble and make sure you eat properly. Its waaaaay more important.
Actually the math it is a bit wrong what DJ brought up, due to the effect of a commander that should be considered to be in your hand. Thus you have 8 cards to play, this will though support his decision of keeping 4 leads instead of three. Thus if you keep four lands in your opening hand you got 4 lands and three spells in hand + another spell in your commander. It is not fool proof but 4 lands should get you all the way there 😀 edit, they just brought up the 8th card
In my playgroups we just mulligan until we have hands we want to keep, and if anyone feels they got unfair advantage from that they will bottom a powerful card and draw off the top. Sometimes the free mulligans get abused, but very rarely. Most of the time people mulligan four or five times, then say they are gonna bottom their fast mana, and we start the game.
for our playgroup we do the standard mulligan with 1 free mulligan except that we start the count only when one person on the table keep thier hand. EG: we all mulligan our first hand and after somone says I keep, so we all have one free mulligan the fourth hand will be the first hand to but back a card.
Hero to horror hand. Explosive turn 0 plays and then I just did nothing for the rest of the game. The opening hand plays were: Leyline of anticipation Mana crypt Sol Ring Azorius signet Lavinia Azorius renegade (commander) I was so greedy but I literally did not cast another spell that game after that.
My general rule for hands, three mana total should be in your hand at the start of the game and it should be playable also you need all you mana symbols if your Three mana or less 4 or greater in identity three mana symbols should be minimum. If you don’t have this muligan. You have a less than 50% chance to draw a land or a low cmc rock. So mulligan is the opportunity to make sure your mana base runs smoothly and you won’t go through mana colour screw.
Honestly most mulligan problems should be taken care of in the deck building phase and while I firmly reject the idea of “most optimal,” a significant portion of the early build should be towards the first couple of turns. One things that always sticks out to me is the discussion over lands. I only run 33-35 lands in my deck, but don’t use fetch lands. In the one deck that I do use them, they are not counted as lands, they are tutors, and the only reason that is use them is that particular deck benefits from thinning lands, however minor an effect, something my other decks (almost all Mardu) do not benefit from. The other aspect is that talks like this often fall victim to green bias. Green is far and away the best “ramp” color because it allows you to get lands, which are tacitly protected due to the stigma surrounding land destruction. That’s fine if you want a battle cruiser slug fest, but there are other sources of mana that people overlook. One reason why a card like Jeska’s Will is so powerful is due to such a massive influx of mana. Treasures are also overlooked. Just because they are temporary, doesn’t mean they aren’t useful.
I think they are very wrong about ramp “counting” as land. Obviously, people understand that different cards are different. But the point is that if you have a 2 land, 2 mana ramp hand, that’s arguably statically ABOVE AVERAGE for a 7 card hand. You’re more likely to get the same amount of lands, but without the ramp.
Honestly I HATE free mulligans anymore. We only have it with one play group because whenever we allowed it people would abuse the hell out of it. Had an almost cedh elf player go against 3 precon decks one time and he mulled 9 times and ‘”it was the first playable hand” but it had the tutors he wanted and the best cards in his deck. He won turn 3 and then gloated about hoe he just drew the best cards. I called him out on it in front of the whole store and since then the policy at that store is 1 free the rest you are required to put a card back per. I always keep it that way now
I have mulliganed to 4 and still won on turn 5. but that deck wants to mulligan aggressively. I mulliganed away a turn 1 Rhystic study because other than that, my hand did nothing. I want to have at least 1 creature tutor in my hand with that deck to find glinthorn buccaneer, which is Temur Pirates (Malcolm, keen-eyed navigator and Tana the bloodsower). it’s a very high power deck that can still win after mulliganing aggressively. But most of my decks are fine with keeping playable hands. I’ve tried keeping “playable hands” with that deck and I lost, so…
A free first mulligan is my favorite policy. Reasonable leniency towards newer players who don’t know their decks yet is definitely fine by me, since they may not even know what a good hand looks like yet with their setup. I’m not giving three free mulligans to the veteran player with 5 different win conditions that all cost a minimum of $10 per card in their deck. They should know better, and they should know what a good hand looks like by this point.
all my decks are light on lands so many of my ideal opening hands are 5-6 mana. the more i play edh the less i value fast starts or early ramp. i much more prefer a steady start and laying low until i find what i need because for example, in any green deck i plan to get more lands out than everyone else combined but i’m gonna do it eventually in one turn with a wrenn and seven after i draw half my deck.
My favorite “should of mulliganed” story comes from an old InQuest magazine where it was an archenemy game of one with an unlimited budget and everyone else playing with commons. One guy opted to play mono red and kept a hand with either one or no lands because of a fist full of shock and bolt and the like. If he had a land it was destroyed by turn 3. It is turn 14 and the synopsis is “SHOWSTOPPER: Jeff plays a Mountain.” It was the last land he played that game, which lasted 3-5 more turns. Yes his team lost.
It would have a big impact on deck construction so I don’t think it would ever happen, but I think Commander would be a lot more interesting if each player got to have 5 basic lands in their command zone and just be able to draw from them anytime that you would otherwise draw a card (or search their library for a basic land with Rampant Growth, etc). Would be a lot fewer mulligans and players that are basically not in the game.
Considering that I generally run straight up 34 lands for most of the decks that I can think up I make sure I have enough non-basic lands and then subtract from there how many basic lands I have left and then divide that by two if there’s an extra land, I look at the colors of the deck when it comes to the cards, I’m using and adjust the extra basic land from there. 34 lands works for me because I don’t play a lot of landfall commanders. Early enough, I looked on.tappedout and even with the low land account. A lot of my decks were actually over 60% competitive to casual
Horror Story – Played Kardur Doom Scourge and kept a three lander (two basics and a R/B tap land) because I had a two drop, and a three drop and my commander is only four so I figured I’ve got plays and three turns to draw another land. Didn’t draw another land until turn like 9 and I also didn’t draw any of my three or less CMC cards either. Just sat there after turn three passing and taking damage cause I was open. So frustrating 🤣🥲
This is all well and good in your games where you can mulligan 15+ times to “settle” for your 2nd best hand. In a normal game you had better keep the first hand you see that has 3-4 lands and 3-4 playable spells before you’ve mulliganed down to 3 mountains. Knowing my “optimal” hand so I can try to get it? No game I’ve ever played (or want to play) is going to let everyone mulligan enough to make that matter. I think this article would have been more useful if it addressed a real world mulligan situation. Mulligans are much more often “what can I get away with keeping” or “what I should absolutely NOT keep”, not how close to my perfect 7 card hand can I get.
I just want to say about mulligans and wasting peoples time. If your deck isnt built right you deserve to have a bad magic experience. The current mulligan rules are so much more forgiving than they used to be. And I feel most players are helped out a lot. But then there are those who adapt thier deck making and cut lands because they know they can mulligan 3 to 4 times without much worry. Those folks waste thier time and more importantly my time. Spend the time before game day building your deck so you arent a burden on the rest of us.
As someone who solo plays alot there is nothing fun about one deck getting a lame hand and the other steamrolling it because it got just a normal hand that functions. Competitive, money or prizes on the line…fair mulligan rules that penalize to some degree are necessary. For casual just having plain fun, as long as people aren’t tossing okay hands seeking out God hands, I just want people to have a solid hand. Playing GGs is what matters.
Nice article! I drafted this random pile of cards, hope me luck lol~! Deck 1 Jodah’s Codex 1 Phyrexian Espionage 1 Squee, Dubious Monarch 2 Extinguish the Light 1 Sulfurous Springs 1 Shadow Prophecy 1 Essence Scatter 2 Shield-Wall Sentinel 2 Crystal Grotto 2 Volshe Tideturner 3 Mountain 6 Swamp 1 Tattered Apparition 1 Braids, Arisen Nightmare 2 Meria’s Outrider 1 Fires of Victory 2 Tribute to Urborg 3 Gibbering Barricade 6 Island 1 Tolarian Geyser Sideboard 1 Take Up the Shield 1 Protect the Negotiators 1 Phyrexian Rager 1 Soaring Drake 1 Relic of Legends 1 Timely Interference 1 Scout the Wilderness 1 Yavimaya Steelcrusher 3 Phyrexian Warhorse 2 Smash to Dust 1 Salvaged Manaworker 1 Keldon Strike Team 1 Destroy Evil 1 Toxic Abomination