Mulligans Part II: Limited
The topic of mulligans is impossibly deep and incredibly complex. Last time we discussed mulligans, the goal was to simplify the question and provide some guidelines to use whenever you’re unsure of what to do. In particular, I introduced the "Two to Five Lands Strategy."
Keep your hand if you have between two and five lands. Mulligan if you have zero, one, six, or seven lands.
Today, I’d like to delve into more advanced mulligan concepts. We’ll go over some of the important factors that should impact your mulligan decisions, and when they should lead you to deviate from the "Two to Five Lands Strategy." Today’s examples will come from Limited, and next time we discuss mulligans we’ll cover Constructed.
TWO IMPORTANT QUESTIONS
Whatever deck you’re playing, whether it’s Limited or Constructed, there are two questions that should always factor into your mulligan decisions. As with any complicated issue, these questions alone can’t tell you whether or not to mulligan, but they should always be considered as part of the big picture.
How Well Does Your Deck Mulligan?
Another way to say this is, simply, how much does it cost you to go down a card? For some decks, the cost will be tremendous, but others might be able to shrug it off.
The most important aspect of this question is the importance of card quantity. Card quantity (not to be confused with card quality) simply refers to the gross number of resources (in this case cards) that you have access to. Card quantity is very important to decks with high mana curves. If you want to cast
Another example would be a deck that focuses on critical mass. Consider an example deck of twenty Mountains and forty
Card quantity is very important to both the
Let’s return to the
Another example would be a modern deck that plays with cards like
How Much Confidence Do You Have?
The second question is how necessary it is to take chances.
In Constructed, this will mostly be about how your deck matches up against your opponent’s deck. If the matchup is very favorable (let’s say you’re playing against Mono-red and you’ve sideboarded in four
In Limited, it will be mostly about the quality of your deck. If you’ve drafted a fantastic deck with lots of premium removal spells and four or five bomb rares, then you have an advantage over most of your opponents. There’s less need to keep a risky hand. On the flip side, if you’re very unhappy with your deck, and feel that its power level is low relative to your opponents, then you should be slightly more inclined to take a chance (let’s say keeping a two-land hand where you need to draw more lands).
If you’re on the draw and your opponent mulligans before you, you should be less inclined to keep a risky hand. (Although perhaps more inclined to keep a hand that’s slow, but safe). Your opponent can’t have their best draw, so you don’t need perfection in order to win—just something functional.
Finally, if you feel that the skill gap between you and your opponent is large, you can also factor that into your mulligan decision. It may seem heartless to judge someone else’s playing abilities, but in the end, Magic is a game about beating the player across from you. It’s a mistake to ignore the clues about what your opponent may or may not be capable of. So if your opponent is a new player or makes a long list of mistakes in game one, maybe you shouldn’t keep a risky hand in game two. You know you can outplay them in a fair game. On the flip side, if your opponent is a great player with a great deck, you might need something special in order to win.
Remember, though, that issues of ego and self-confidence can sometimes cloud your thinking on this question (no matter who you are). Something I see too often is that after a string of bad luck, a player will be more likely to keep bad hands instead of mulliganing. Either consciously or subconsciously, they begin to feel like they (or their deck) can’t do any better. Remember to always keep a level head when it comes to mulligan decisions, and not let the rush of emotions you can feel during a tournament make the decisions for you.
LIMITED: WHEN TO DEVIATE FROM THE "TWO TO FIVE LANDS STRATEGY"
We’ll begin with Limited (and save Constructed for next time), because mulligan decisions in Limited are more clear-cut. The games are slower in Limited, and mulligans are very costly. For the most part, you ought to be keeping most hands that are functional.
Mana Base
A question that applies much more to Limited than Constructed is that of your mana base. When the mana base in your deck is shaky, you have to be more careful about mulliganing. With bad mana, there’s no guarantee that you’ll be able to cast your spells if you mulligan to six cards. The consistency of your mana base falls on a spectrum. For simplicity's sake, let’s break Limited decks into three categories: decks with good mana, decks with normal mana, and decks with bad mana.
An example of a deck with good mana is one that’s mostly mono-white, splashing two red cards. It has twelve Plains, four Mountains, and a
An example of a deck with normal mana (leaning towards good) is a Blue-Black deck with nine Islands and nine Swamps. An example of a deck with normal mana (leaning towards bad) is a Blue-Black-Red deck splashing for a
An example of a deck with bad mana is a White-Green-Blue deck that’s equal parts three colors. It has six Plains, five Forests, five Islands, and an
When to Keep One-Landers and Six-Landers
You can strongly consider keeping one-landers and six-landers once you’ve already mulliganed. It’s hard to get a good hand in Limited when you’re down to five cards, so sometimes you’d rather just chance a risky six-card hand.
You should only consider keeping a six-land, seven-card hand under two circumstances: One is if your deck has very bad mana, but you have all of your colors. The second is if the one spell in your hand is something very, very special.
In order to keep a one-spell, seven-card hand, your spell needs to have an abnormally high impact on the game. It should be able to reliably trade for two or more of your opponent’s cards. It must also be cheap enough that you feel confident in casting it before it’s too late. Examples of this type of spell include
You should rarely keep one-land hands in Limited. Players are prone to the false logic of "if I draw my second land, I’ll be fine." The problem is that the mana curve of a Limited deck typically stretches up to six or seven. It’s rare that you’ll be able to operate at full capacity with only two or three lands. Plus, you’ll probably have to draw all of your colors before you can cast your spells!
In order to keep a one-land, seven-card hand, you’ll almost certainly need to be on the draw. You’ll need to have more than one card that costs one or two mana. Finally, you’ll have to be able to do something special with this hand, to justify the risk that you’re taking.
This hand is tempting, but you should mulligan on both the play and the draw. If you’re fortunate enough to draw your second land right away (about 50% in your first draw step, about 75% in your first two draw steps), you have two average two-drops to cast. The best these are likely to do is trade with your opponent’s creatures, and then you’re still stuck. You need to draw three lands (two of them Mountains!) before you can do much with this hand. The risk is high, and the reward is low.
This is a hand that you could strongly consider keeping on the draw. This time, you already have both your colors of mana, and you have more spells to cast early. Once you hit your second land,
When to Mulligan Hands with Two to Five Lands
In Limited, I advise keeping most hands that are functional, and most hands with between two and five lands can be considered functional. However, there absolutely are some circumstances where you should mulligan, even though your hand has both lands and spells.
Some two-land hands are not functional. For example, your hand could have two Mountains, with all green cards that cost 4 or more mana. That’s an easy mulligan; the risk is high and the reward is low (a hand where you cast nothing until turn four is not one or your best hands).
Fast Decks
A less-obvious issue arises when you’re playing a fast deck. Some decks with lots of cheap creatures are built to have an advantage in the early game. However, when they cannot press that advantage, they find themselves at a disadvantage in the late game due to their lack of powerful spells. In such a case, keeping a slow hand can be problematic, and you should be willing to mulligan slightly more.
If you’re playing an aggressive White-Red deck, you should mulligan a hand like this. If you keep, you’re not playing to the strengths of your deck. You’ll be behind by the time you reach the late game, and drawing a bunch of
Similarly, your standards should go up if you’re playing against a very fast, aggressive deck. Imagine that your deck is slow, and that your opponent ran over you on turn five in game one. Game two your hand is:
Although slow, this hand might be fine for a normal game. However, against a very aggressive deck, you’re likely to be in panic mode by the time you reach turn four. Even if you’re not dead, you won’t have the luxury to hold up mana for
Notice also that all of your lands are Islands. It’s fairly likely that you’ll draw a Swamp by turn four, but the chance that you won’t can be a tiebreaker in favor of mulliganing a borderline hand. Furthermore, you’re taking away your chance to get lucky and draw a defensive black card that costs 2 or 3 mana. On the whole, not an ideal situation.
When You Need to Draw Both Lands and Spells
For the above hand to become good, you need to draw a Swamp, you need to draw more spells (preferably cheap ones), and you need to do it in a narrow time frame. This is a common problem, and it’s a good reason to mulligan a hand with between two and five lands.
Nobody likes to mulligan a hand with a good mix of lands and spells, but this hand is bad enough that you probably should. The first problem is that you need to draw one or more Forests in order to cast your green spells. The second problem is that you need to draw multiple creatures before you can use these spells to their full effect. It’s very hard to do both of those things at the same time! Sure, there are some sequences of draws that can turn this into a good hand, but there’s also too much that can go wrong. You can get color-hosed, you can get mana flooded, or you can simply have a slow, unexciting hand.
Yuck! Your deck is Red-Black with a small splash of blue. You have a premium three-drop that also combos nicely with your
Mulligans are not an exact science, and every situation you face will be slightly different. That’s exactly why it’s important to understand the subtle factors that can influence your mulligan decisions. Nothing I can write will tell you with certainty what to do with your next opening hand, but I hope this has given you a few new things to think about when deciding whether to keep or mulligan in Limited.